@myclaw163/clawclaw-cli 0.6.76 → 0.6.78

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (209) hide show
  1. package/README.md +387 -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
@@ -1,28 +1,28 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { nonTeammatesVisible, patrolStep, PatrolState, roomAwayFromPlayers } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
- import type { LoneKillCore } from './lone-kill-core.js';
7
-
8
- /**
9
- * 紧急(自己触发破坏警报)期间的搜猎子目标(叶子,由上层以 URGENT 优先级挂载):虾群涌向维修点,
10
- * 蟹不做任务,朝人少方向走去抓真正掉队的——警报期杀人照样会被举报,所以不在人前乱杀、只清落单;
11
- * 看不到非队友就按房间游走搜寻。永远有动作。
12
- * stop_on_player 复用 core.patrolStopOnPlayer()(身边只有队友时别撞着队友停下)。
13
- */
14
- export class EmergencyHuntGoal extends Goal {
15
- constructor(
16
- private readonly core: LoneKillCore,
17
- private readonly patrol: PatrolState,
18
- ) {
19
- super();
20
- }
21
-
22
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
- const crowd = nonTeammatesVisible(state, ctx);
24
- const room = roomAwayFromPlayers(state, ctx, crowd);
25
- if (room) return [{ action: Action.move({ x: room.x, y: room.y }, false) }];
26
- return patrolStep(state, ctx, this.patrol, this.core.patrolStopOnPlayer());
27
- }
28
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { nonTeammatesVisible, patrolStep, PatrolState, roomAwayFromPlayers } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+ import type { LoneKillCore } from './lone-kill-core.js';
7
+
8
+ /**
9
+ * 紧急(自己触发破坏警报)期间的搜猎子目标(叶子,由上层以 URGENT 优先级挂载):虾群涌向维修点,
10
+ * 蟹不做任务,朝人少方向走去抓真正掉队的——警报期杀人照样会被举报,所以不在人前乱杀、只清落单;
11
+ * 看不到非队友就按房间游走搜寻。永远有动作。
12
+ * stop_on_player 复用 core.patrolStopOnPlayer()(身边只有队友时别撞着队友停下)。
13
+ */
14
+ export class EmergencyHuntGoal extends Goal {
15
+ constructor(
16
+ private readonly core: LoneKillCore,
17
+ private readonly patrol: PatrolState,
18
+ ) {
19
+ super();
20
+ }
21
+
22
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
+ const crowd = nonTeammatesVisible(state, ctx);
24
+ const room = roomAwayFromPlayers(state, ctx, crowd);
25
+ if (room) return [{ action: Action.move({ x: room.x, y: room.y }, false) }];
26
+ return patrolStep(state, ctx, this.patrol, this.core.patrolStopOnPlayer());
27
+ }
28
+ }
@@ -1,93 +1,93 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- dist,
5
- isTargetAlive,
6
- nearestVisibleTarget,
7
- PatrolState,
8
- PATROL_REACHED_DISTANCE,
9
- PROGRESS_INTERVAL_MS,
10
- pursueVisibleTarget,
11
- } from '../game-utils.js';
12
- import type { BehaviorDecision, StrategyContext } from '../types.js';
13
- import { Goal } from './goal.js';
14
-
15
- const DEFAULT_TRACK_DISTANCE = 40;
16
- const LAST_SEEN_ARRIVE = 20;
17
-
18
- export class FindPlayerTop extends Goal {
19
- private readonly patrol = new PatrolState();
20
- private lastSeenX: number | null = null;
21
- private lastSeenY: number | null = null;
22
- private foundNotified = false;
23
-
24
- constructor(
25
- private readonly target: string,
26
- private readonly trackDistance: number = DEFAULT_TRACK_DISTANCE,
27
- ) {
28
- super();
29
- }
30
-
31
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
32
- if (!isTargetAlive(state, this.target, ctx)) {
33
- ctx.notifications.push('目标已死亡');
34
- this.emitProgress(state, ctx);
35
- return [];
36
- }
37
-
38
- const target = nearestVisibleTarget(state, ctx, [this.target]);
39
- if (target) {
40
- this.lastSeenX = target.x;
41
- this.lastSeenY = target.y;
42
- if (!this.foundNotified) {
43
- this.foundNotified = true;
44
- ctx.notifications.push('我已经牢牢跟住他了!');
45
- }
46
- const decision = pursueVisibleTarget(state, target, { kill: false, followDistance: this.trackDistance });
47
- this.emitProgress(state, ctx);
48
- return decision ? [decision] : [];
49
- }
50
-
51
- this.foundNotified = false;
52
-
53
- if (this.lastSeenX != null && this.lastSeenY != null) {
54
- if (dist(state.you.x, state.you.y, this.lastSeenX, this.lastSeenY) > LAST_SEEN_ARRIVE) {
55
- this.emitProgress(state, ctx);
56
- return [{ action: Action.move({ x: this.lastSeenX, y: this.lastSeenY }) }];
57
- }
58
- this.lastSeenX = null;
59
- this.lastSeenY = null;
60
- }
61
-
62
- this.emitProgress(state, ctx);
63
- return this.patrolDecision(state, ctx);
64
- }
65
-
66
- private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
67
- let room = this.patrol.nextRoom(ctx);
68
- if (!room) return [];
69
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
70
- this.patrol.advance(ctx);
71
- const next = this.patrol.nextRoom(ctx);
72
- if (next) room = next;
73
- }
74
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
75
- }
76
-
77
- private emitProgress(state: GameState, ctx: StrategyContext): void {
78
- const now = Date.now();
79
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
80
- ctx.lastProgressNotifyAt = now;
81
-
82
- const room = state.you.room ?? '未知';
83
- if (this.foundNotified) {
84
- const t = nearestVisibleTarget(state, ctx, [this.target]);
85
- const d = t ? (t.distance ?? dist(state.you.x, state.you.y, t.x, t.y)) : 0;
86
- ctx.notifications.push(`[进度] 当前在${room},正在跟踪目标${this.target},距离${Math.round(d)}px。`);
87
- } else if (this.lastSeenX != null) {
88
- ctx.notifications.push(`[进度] 当前在${room},跟丢了,正赶往${this.target}最后出现的位置。`);
89
- } else {
90
- ctx.notifications.push(`[进度] 当前在${room},正在巡逻寻找${this.target}。`);
91
- }
92
- }
93
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ dist,
5
+ isTargetAlive,
6
+ nearestVisibleTarget,
7
+ PatrolState,
8
+ PATROL_REACHED_DISTANCE,
9
+ PROGRESS_INTERVAL_MS,
10
+ pursueVisibleTarget,
11
+ } from '../game-utils.js';
12
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
13
+ import { Goal } from './goal.js';
14
+
15
+ const DEFAULT_TRACK_DISTANCE = 40;
16
+ const LAST_SEEN_ARRIVE = 20;
17
+
18
+ export class FindPlayerTop extends Goal {
19
+ private readonly patrol = new PatrolState();
20
+ private lastSeenX: number | null = null;
21
+ private lastSeenY: number | null = null;
22
+ private foundNotified = false;
23
+
24
+ constructor(
25
+ private readonly target: string,
26
+ private readonly trackDistance: number = DEFAULT_TRACK_DISTANCE,
27
+ ) {
28
+ super();
29
+ }
30
+
31
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
32
+ if (!isTargetAlive(state, this.target, ctx)) {
33
+ ctx.notifications.push('目标已死亡');
34
+ this.emitProgress(state, ctx);
35
+ return [];
36
+ }
37
+
38
+ const target = nearestVisibleTarget(state, ctx, [this.target]);
39
+ if (target) {
40
+ this.lastSeenX = target.x;
41
+ this.lastSeenY = target.y;
42
+ if (!this.foundNotified) {
43
+ this.foundNotified = true;
44
+ ctx.notifications.push('我已经牢牢跟住他了!');
45
+ }
46
+ const decision = pursueVisibleTarget(state, target, { kill: false, followDistance: this.trackDistance });
47
+ this.emitProgress(state, ctx);
48
+ return decision ? [decision] : [];
49
+ }
50
+
51
+ this.foundNotified = false;
52
+
53
+ if (this.lastSeenX != null && this.lastSeenY != null) {
54
+ if (dist(state.you.x, state.you.y, this.lastSeenX, this.lastSeenY) > LAST_SEEN_ARRIVE) {
55
+ this.emitProgress(state, ctx);
56
+ return [{ action: Action.move({ x: this.lastSeenX, y: this.lastSeenY }) }];
57
+ }
58
+ this.lastSeenX = null;
59
+ this.lastSeenY = null;
60
+ }
61
+
62
+ this.emitProgress(state, ctx);
63
+ return this.patrolDecision(state, ctx);
64
+ }
65
+
66
+ private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
67
+ let room = this.patrol.nextRoom(ctx);
68
+ if (!room) return [];
69
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
70
+ this.patrol.advance(ctx);
71
+ const next = this.patrol.nextRoom(ctx);
72
+ if (next) room = next;
73
+ }
74
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
75
+ }
76
+
77
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
78
+ const now = Date.now();
79
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
80
+ ctx.lastProgressNotifyAt = now;
81
+
82
+ const room = state.you.room ?? '未知';
83
+ if (this.foundNotified) {
84
+ const t = nearestVisibleTarget(state, ctx, [this.target]);
85
+ const d = t ? (t.distance ?? dist(state.you.x, state.you.y, t.x, t.y)) : 0;
86
+ ctx.notifications.push(`[进度] 当前在${room},正在跟踪目标${this.target},距离${Math.round(d)}px。`);
87
+ } else if (this.lastSeenX != null) {
88
+ ctx.notifications.push(`[进度] 当前在${room},跟丢了,正赶往${this.target}最后出现的位置。`);
89
+ } else {
90
+ ctx.notifications.push(`[进度] 当前在${room},正在巡逻寻找${this.target}。`);
91
+ }
92
+ }
93
+ }
@@ -1,53 +1,53 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { dist, hasReachedRoomTarget, resolveRoom, roomAwayFromPlayers } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { MoveRoomGoal } from './move-room-goal.js';
6
-
7
- export type FleePlayerResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
8
-
9
- export interface FleePlayersGoalOptions {
10
- emitProgress?: boolean;
11
- finishWhenEmpty?: boolean;
12
- stopOnPlayer?: boolean;
13
- }
14
-
15
- export class FleePlayersGoal extends Goal {
16
- constructor(
17
- public readonly key: string,
18
- private readonly resolvePlayers: FleePlayerResolver,
19
- private readonly options: FleePlayersGoalOptions = {},
20
- ) {
21
- super();
22
- }
23
-
24
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
25
- const players = this.resolvePlayers(state, ctx);
26
- const worker = this.subGoal;
27
- if (worker instanceof MoveRoomGoal && this.canKeepTarget(worker, state, ctx, players)) return [];
28
-
29
- const room = roomAwayFromPlayers(state, ctx, players);
30
- if (!room) return [];
31
-
32
- if (!(worker instanceof MoveRoomGoal) || worker.room !== room.name) {
33
- if (this.subGoal) this.removeSubGoal();
34
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
35
- emitProgress: this.options.emitProgress ?? false,
36
- stopOnPlayer: this.options.stopOnPlayer ?? false,
37
- }), 0.2);
38
- }
39
- return [];
40
- }
41
-
42
- isFinish(state: GameState, ctx: StrategyContext): boolean {
43
- return (this.options.finishWhenEmpty ?? true) && this.resolvePlayers(state, ctx).length === 0;
44
- }
45
-
46
- private canKeepTarget(worker: MoveRoomGoal, state: GameState, ctx: StrategyContext, players: PlayerInfo[]): boolean {
47
- const target = resolveRoom(worker.room, ctx);
48
- if (!target) return false;
49
- if (hasReachedRoomTarget(state, target)) return true;
50
- if (ctx.blockedMoveTarget && dist(target.x, target.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 10) return false;
51
- return !players.some(player => player.room?.toLowerCase() === target.name.toLowerCase());
52
- }
53
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { dist, hasReachedRoomTarget, resolveRoom, roomAwayFromPlayers } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { MoveRoomGoal } from './move-room-goal.js';
6
+
7
+ export type FleePlayerResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
8
+
9
+ export interface FleePlayersGoalOptions {
10
+ emitProgress?: boolean;
11
+ finishWhenEmpty?: boolean;
12
+ stopOnPlayer?: boolean;
13
+ }
14
+
15
+ export class FleePlayersGoal extends Goal {
16
+ constructor(
17
+ public readonly key: string,
18
+ private readonly resolvePlayers: FleePlayerResolver,
19
+ private readonly options: FleePlayersGoalOptions = {},
20
+ ) {
21
+ super();
22
+ }
23
+
24
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
25
+ const players = this.resolvePlayers(state, ctx);
26
+ const worker = this.subGoal;
27
+ if (worker instanceof MoveRoomGoal && this.canKeepTarget(worker, state, ctx, players)) return [];
28
+
29
+ const room = roomAwayFromPlayers(state, ctx, players);
30
+ if (!room) return [];
31
+
32
+ if (!(worker instanceof MoveRoomGoal) || worker.room !== room.name) {
33
+ if (this.subGoal) this.removeSubGoal();
34
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
35
+ emitProgress: this.options.emitProgress ?? false,
36
+ stopOnPlayer: this.options.stopOnPlayer ?? false,
37
+ }), 0.2);
38
+ }
39
+ return [];
40
+ }
41
+
42
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
43
+ return (this.options.finishWhenEmpty ?? true) && this.resolvePlayers(state, ctx).length === 0;
44
+ }
45
+
46
+ private canKeepTarget(worker: MoveRoomGoal, state: GameState, ctx: StrategyContext, players: PlayerInfo[]): boolean {
47
+ const target = resolveRoom(worker.room, ctx);
48
+ if (!target) return false;
49
+ if (hasReachedRoomTarget(state, target)) return true;
50
+ if (ctx.blockedMoveTarget && dist(target.x, target.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 10) return false;
51
+ return !players.some(player => player.room?.toLowerCase() === target.name.toLowerCase());
52
+ }
53
+ }
@@ -1,106 +1,106 @@
1
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestPlayerByDistance } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { AnchorLinger } from './anchor-linger.js';
6
- import { Goal } from './goal.js';
7
-
8
- /** 同伴移动时跟到这么近(px)就停手,不再补发移动,免得贴身打转;停住后改在锚点附近 40-100 游走。 */
9
- const FOLLOW_STOP = 80;
10
- /** 同伴本帧位置离上次记下的停留点小于这么多(px)就算「没动」。走路一步上百 px,远大于此。 */
11
- const STILL_EPS = 30;
12
- /** 同伴「没动」持续这么久(ms)就当作在做任务,切到在其停留点假装做任务(≈ 一个轮询间隔的余量)。 */
13
- const PARKED_MS = 1500;
14
- /** 距上次 tick 超过这么久(ms,被开会/高优先级行为打断)就重置跟踪,避免拿陈旧停留点误判同伴已停住。 */
15
- const STALE_MS = 5000;
16
- /** 同伴停留点离某个真实任务站点这么近(px)就以站点为晃荡中心,否则就地在停留点附近晃。 */
17
- const TASK_ANCHOR_RANGE = 100;
18
-
19
- type CompanionResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
20
-
21
- /**
22
- * 跟随可信同伴:同伴走动时跟在其身后,同伴停下(推断在做任务)时就在其停留点附近 40-100 px 游走
23
- * 「假装做任务」,融入人群躲投票——天堂鱼无刀、不做任务,靠贴着可信同伴显得正常。无法直接观测他人
24
- * 是否在做任务(PlayerInfo 不含 doing_task),故以「同伴位置连续 PARKED_MS 没动」作为代理判据。
25
- * 任务点游走复用 AnchorLinger(与贴尸 LingerCorpseGoal 同一套粘性游走)。优先级由调用方(天堂鱼
26
- * tick 的 if 链顺序)控制:排在贴尸游走之后,故跟随天然低于在尸体上晃荡。
27
- */
28
- export class FollowCompanionGoal extends Goal {
29
- private readonly wander = new AnchorLinger();
30
- private mateKey = '';
31
- private mateAnchor: Position | null = null;
32
- private stillSince = 0;
33
- private lastTickAt = 0;
34
-
35
- constructor(
36
- private readonly resolveCompanions: CompanionResolver,
37
- private readonly resolveAvoid?: CompanionResolver,
38
- ) {
39
- super();
40
- }
41
-
42
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
- const now = Date.now();
44
- const stale = now - this.lastTickAt > STALE_MS;
45
- this.lastTickAt = now;
46
-
47
- const mate = nearestPlayerByDistance(state, this.resolveCompanions(state, ctx));
48
- if (!mate) {
49
- this.resetTracking();
50
- return [];
51
- }
52
-
53
- const key = this.mateKeyOf(mate);
54
- const moved = this.mateAnchor == null
55
- || dist(mate.x, mate.y, this.mateAnchor.x, this.mateAnchor.y) > STILL_EPS;
56
- if (stale || this.mateKey !== key || moved) {
57
- this.mateKey = key;
58
- this.mateAnchor = { x: mate.x, y: mate.y };
59
- this.stillSince = now;
60
- }
61
-
62
- if (now - this.stillSince >= PARKED_MS) {
63
- // 同伴停住够久(多半在做任务):优先以其附近真实任务站点为晃荡中心——更像在做任务、坐标也比同伴
64
- // 上报位置稳;附近没有任务站点(如只是站着闲聊)就退回在停留点附近晃。旁边有要避开的人就偏到对侧。
65
- const avoid = this.resolveAvoid?.(state, ctx) ?? [];
66
- const spot = this.taskAnchorNear(ctx, this.mateAnchor!)
67
- ?? { x: this.mateAnchor!.x, y: this.mateAnchor!.y, key: `mate:${key}` };
68
- return [{ action: Action.move(this.wander.step(state, spot.key, spot, avoid)) }];
69
- }
70
-
71
- // 同伴在移动:跟上去,跟到 FOLLOW_STOP 内就不再补发移动。
72
- this.wander.reset();
73
- const d = mate.distance ?? dist(state.you.x, state.you.y, mate.x, mate.y);
74
- return d > FOLLOW_STOP ? [{ action: Action.move({ x: mate.x, y: mate.y }) }] : [];
75
- }
76
-
77
- isFinish(state: GameState, ctx: StrategyContext): boolean {
78
- return this.resolveCompanions(state, ctx).length === 0;
79
- }
80
-
81
- private mateKeyOf(mate: PlayerInfo): string {
82
- return mate.name || (mate.seat != null ? String(mate.seat) : `${Math.round(mate.x)},${Math.round(mate.y)}`);
83
- }
84
-
85
- /** 同伴停留点附近最近的真实任务站点(蟹的破坏点除外),带稳定 key 供 AnchorLinger 粘住游走。 */
86
- private taskAnchorNear(ctx: StrategyContext, near: Position): { x: number; y: number; key: string } | null {
87
- let best: { x: number; y: number; key: string } | null = null;
88
- let bestD = TASK_ANCHOR_RANGE;
89
- for (const t of ctx.taskLocations ?? []) {
90
- if (t.faction === 'crab') continue;
91
- const d = dist(near.x, near.y, t.x, t.y);
92
- if (d <= bestD) {
93
- best = { x: t.x, y: t.y, key: `task:${t.name}` };
94
- bestD = d;
95
- }
96
- }
97
- return best;
98
- }
99
-
100
- private resetTracking(): void {
101
- this.wander.reset();
102
- this.mateKey = '';
103
- this.mateAnchor = null;
104
- this.stillSince = 0;
105
- }
106
- }
1
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, nearestPlayerByDistance } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { AnchorLinger } from './anchor-linger.js';
6
+ import { Goal } from './goal.js';
7
+
8
+ /** 同伴移动时跟到这么近(px)就停手,不再补发移动,免得贴身打转;停住后改在锚点附近 40-100 游走。 */
9
+ const FOLLOW_STOP = 80;
10
+ /** 同伴本帧位置离上次记下的停留点小于这么多(px)就算「没动」。走路一步上百 px,远大于此。 */
11
+ const STILL_EPS = 30;
12
+ /** 同伴「没动」持续这么久(ms)就当作在做任务,切到在其停留点假装做任务(≈ 一个轮询间隔的余量)。 */
13
+ const PARKED_MS = 1500;
14
+ /** 距上次 tick 超过这么久(ms,被开会/高优先级行为打断)就重置跟踪,避免拿陈旧停留点误判同伴已停住。 */
15
+ const STALE_MS = 5000;
16
+ /** 同伴停留点离某个真实任务站点这么近(px)就以站点为晃荡中心,否则就地在停留点附近晃。 */
17
+ const TASK_ANCHOR_RANGE = 100;
18
+
19
+ type CompanionResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
20
+
21
+ /**
22
+ * 跟随可信同伴:同伴走动时跟在其身后,同伴停下(推断在做任务)时就在其停留点附近 40-100 px 游走
23
+ * 「假装做任务」,融入人群躲投票——天堂鱼无刀、不做任务,靠贴着可信同伴显得正常。无法直接观测他人
24
+ * 是否在做任务(PlayerInfo 不含 doing_task),故以「同伴位置连续 PARKED_MS 没动」作为代理判据。
25
+ * 任务点游走复用 AnchorLinger(与贴尸 LingerCorpseGoal 同一套粘性游走)。优先级由调用方(天堂鱼
26
+ * tick 的 if 链顺序)控制:排在贴尸游走之后,故跟随天然低于在尸体上晃荡。
27
+ */
28
+ export class FollowCompanionGoal extends Goal {
29
+ private readonly wander = new AnchorLinger();
30
+ private mateKey = '';
31
+ private mateAnchor: Position | null = null;
32
+ private stillSince = 0;
33
+ private lastTickAt = 0;
34
+
35
+ constructor(
36
+ private readonly resolveCompanions: CompanionResolver,
37
+ private readonly resolveAvoid?: CompanionResolver,
38
+ ) {
39
+ super();
40
+ }
41
+
42
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
+ const now = Date.now();
44
+ const stale = now - this.lastTickAt > STALE_MS;
45
+ this.lastTickAt = now;
46
+
47
+ const mate = nearestPlayerByDistance(state, this.resolveCompanions(state, ctx));
48
+ if (!mate) {
49
+ this.resetTracking();
50
+ return [];
51
+ }
52
+
53
+ const key = this.mateKeyOf(mate);
54
+ const moved = this.mateAnchor == null
55
+ || dist(mate.x, mate.y, this.mateAnchor.x, this.mateAnchor.y) > STILL_EPS;
56
+ if (stale || this.mateKey !== key || moved) {
57
+ this.mateKey = key;
58
+ this.mateAnchor = { x: mate.x, y: mate.y };
59
+ this.stillSince = now;
60
+ }
61
+
62
+ if (now - this.stillSince >= PARKED_MS) {
63
+ // 同伴停住够久(多半在做任务):优先以其附近真实任务站点为晃荡中心——更像在做任务、坐标也比同伴
64
+ // 上报位置稳;附近没有任务站点(如只是站着闲聊)就退回在停留点附近晃。旁边有要避开的人就偏到对侧。
65
+ const avoid = this.resolveAvoid?.(state, ctx) ?? [];
66
+ const spot = this.taskAnchorNear(ctx, this.mateAnchor!)
67
+ ?? { x: this.mateAnchor!.x, y: this.mateAnchor!.y, key: `mate:${key}` };
68
+ return [{ action: Action.move(this.wander.step(state, spot.key, spot, avoid)) }];
69
+ }
70
+
71
+ // 同伴在移动:跟上去,跟到 FOLLOW_STOP 内就不再补发移动。
72
+ this.wander.reset();
73
+ const d = mate.distance ?? dist(state.you.x, state.you.y, mate.x, mate.y);
74
+ return d > FOLLOW_STOP ? [{ action: Action.move({ x: mate.x, y: mate.y }) }] : [];
75
+ }
76
+
77
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
78
+ return this.resolveCompanions(state, ctx).length === 0;
79
+ }
80
+
81
+ private mateKeyOf(mate: PlayerInfo): string {
82
+ return mate.name || (mate.seat != null ? String(mate.seat) : `${Math.round(mate.x)},${Math.round(mate.y)}`);
83
+ }
84
+
85
+ /** 同伴停留点附近最近的真实任务站点(蟹的破坏点除外),带稳定 key 供 AnchorLinger 粘住游走。 */
86
+ private taskAnchorNear(ctx: StrategyContext, near: Position): { x: number; y: number; key: string } | null {
87
+ let best: { x: number; y: number; key: string } | null = null;
88
+ let bestD = TASK_ANCHOR_RANGE;
89
+ for (const t of ctx.taskLocations ?? []) {
90
+ if (t.faction === 'crab') continue;
91
+ const d = dist(near.x, near.y, t.x, t.y);
92
+ if (d <= bestD) {
93
+ best = { x: t.x, y: t.y, key: `task:${t.name}` };
94
+ bestD = d;
95
+ }
96
+ }
97
+ return best;
98
+ }
99
+
100
+ private resetTracking(): void {
101
+ this.wander.reset();
102
+ this.mateKey = '';
103
+ this.mateAnchor = null;
104
+ this.stillSince = 0;
105
+ }
106
+ }
@@ -1,41 +1,41 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { Goal } from './goal.js';
4
-
5
- export class GoalManager {
6
- private top: Goal | null = null;
7
-
8
- setTop(goal: Goal): void {
9
- this.top = goal;
10
- }
11
-
12
- getTop(): Goal | null {
13
- return this.top;
14
- }
15
-
16
- clear(): void {
17
- this.top = null;
18
- }
19
-
20
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
- const decisions: BehaviorDecision[] = [];
22
- let parent: Goal | null = null;
23
- let node: Goal | null = this.top;
24
-
25
- while (node !== null) {
26
- if (node.isFinish(state, ctx)) {
27
- if (parent === null) {
28
- this.top = null;
29
- } else {
30
- parent.removeSubGoal();
31
- }
32
- break;
33
- }
34
- decisions.push(...node.tick(state, ctx));
35
- parent = node;
36
- node = node.subGoal;
37
- }
38
-
39
- return decisions;
40
- }
41
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { Goal } from './goal.js';
4
+
5
+ export class GoalManager {
6
+ private top: Goal | null = null;
7
+
8
+ setTop(goal: Goal): void {
9
+ this.top = goal;
10
+ }
11
+
12
+ getTop(): Goal | null {
13
+ return this.top;
14
+ }
15
+
16
+ clear(): void {
17
+ this.top = null;
18
+ }
19
+
20
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
+ const decisions: BehaviorDecision[] = [];
22
+ let parent: Goal | null = null;
23
+ let node: Goal | null = this.top;
24
+
25
+ while (node !== null) {
26
+ if (node.isFinish(state, ctx)) {
27
+ if (parent === null) {
28
+ this.top = null;
29
+ } else {
30
+ parent.removeSubGoal();
31
+ }
32
+ break;
33
+ }
34
+ decisions.push(...node.tick(state, ctx));
35
+ parent = node;
36
+ node = node.subGoal;
37
+ }
38
+
39
+ return decisions;
40
+ }
41
+ }