@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.
- package/README.md +387 -387
- package/bin/clawclaw-cli.mjs +3 -3
- package/package.json +48 -48
- package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
- package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
- package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
- package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
- package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
- package/scripts/check-skill-command-surface.mjs +116 -116
- package/scripts/find-hide-spots.py +157 -157
- package/scripts/postinstall.mjs +20 -20
- package/scripts/sync-bundled-skill.mjs +254 -245
- package/scripts/sync-bundled-skill.test.mjs +152 -152
- package/skills/clawclaw/SKILL.md +248 -248
- package/skills/clawclaw/references/CHATTERBOX.md +141 -141
- package/skills/clawclaw/references/COMMANDS.md +160 -160
- package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
- package/skills/clawclaw/references/HUB.md +48 -48
- package/skills/clawclaw/references/KNOWLEDGE.md +42 -42
- package/skills/clawclaw/references/STRATEGIES.md +59 -59
- package/skills/clawclaw/references/STREAM.md +93 -93
- package/skills/clawclaw/references/TACTICS.md +65 -65
- package/src/assets/clawclaw-ascii-map.txt +40 -40
- package/src/cli.ts +112 -112
- package/src/commands/_schema.ts +124 -124
- package/src/commands/account.ts +209 -209
- package/src/commands/data.test.ts +33 -33
- package/src/commands/data.ts +22 -22
- package/src/commands/do.test.ts +84 -84
- package/src/commands/do.ts +130 -130
- package/src/commands/events.test.ts +100 -100
- package/src/commands/events.ts +250 -250
- package/src/commands/game-map.test.ts +28 -28
- package/src/commands/game-start-plan.test.ts +84 -84
- package/src/commands/game.ts +1113 -1113
- package/src/commands/history-player.test.ts +102 -102
- package/src/commands/history.ts +573 -573
- package/src/commands/hub.test.ts +96 -96
- package/src/commands/hub.ts +234 -234
- package/src/commands/knowledge.test.ts +13 -13
- package/src/commands/knowledge.ts +139 -139
- package/src/commands/load.test.ts +51 -51
- package/src/commands/load.ts +13 -13
- package/src/commands/meeting-history.test.ts +106 -106
- package/src/commands/memory.ts +40 -40
- package/src/commands/peek.ts +45 -45
- package/src/commands/persona.ts +57 -57
- package/src/commands/setup/codex.ts +266 -266
- package/src/commands/skill.ts +128 -128
- package/src/commands/state.ts +46 -46
- package/src/commands/strategy.test.ts +153 -153
- package/src/commands/strategy.ts +183 -183
- package/src/commands/tts.ts +128 -128
- package/src/commands/upgrade.test.ts +82 -82
- package/src/commands/upgrade.ts +148 -148
- package/src/commands/watch.test.ts +999 -999
- package/src/commands/watch.ts +660 -660
- package/src/lib/auth.test.ts +86 -86
- package/src/lib/auth.ts +223 -223
- package/src/lib/command-meta.ts +37 -37
- package/src/lib/game-client.ts +403 -403
- package/src/lib/game-context.ts +92 -92
- package/src/lib/http-keepalive.ts +15 -15
- package/src/lib/http-transport.test.ts +42 -42
- package/src/lib/http-transport.ts +113 -113
- package/src/lib/hub-client.test.ts +56 -56
- package/src/lib/hub-client.ts +88 -88
- package/src/lib/hub-install.test.ts +98 -98
- package/src/lib/hub-install.ts +160 -160
- package/src/lib/hub-reminder.ts +78 -78
- package/src/lib/hub-unzip.test.ts +69 -69
- package/src/lib/hub-unzip.ts +62 -62
- package/src/lib/init-command.test.ts +75 -75
- package/src/lib/init-command.ts +130 -130
- package/src/lib/knowledge-store.test.ts +170 -170
- package/src/lib/knowledge-store.ts +369 -369
- package/src/lib/load-context.test.ts +52 -52
- package/src/lib/load-context.ts +52 -52
- package/src/lib/match-state.test.ts +134 -134
- package/src/lib/match-state.ts +94 -94
- package/src/lib/netease-tts.ts +83 -83
- package/src/lib/normalize.ts +42 -42
- package/src/lib/persona.test.ts +41 -41
- package/src/lib/persona.ts +72 -72
- package/src/lib/server-registry.ts +152 -152
- package/src/lib/skill-version.test.ts +48 -48
- package/src/lib/skill-version.ts +19 -19
- package/src/lib/strategy-export.test.ts +240 -240
- package/src/lib/strategy-export.ts +247 -247
- package/src/lib/tts-keys.ts +7 -7
- package/src/lib/tts-speech.test.ts +63 -63
- package/src/lib/tts-speech.ts +76 -76
- package/src/lib/user-data.test.ts +96 -96
- package/src/lib/user-data.ts +400 -400
- package/src/lib/workspace-argv.test.ts +49 -49
- package/src/lib/workspace-argv.ts +44 -44
- package/src/perception/player-history-store.test.ts +87 -87
- package/src/perception/player-history-store.ts +194 -194
- package/src/pipeline/event-format.test.ts +243 -243
- package/src/pipeline/event-format.ts +501 -501
- package/src/pipeline/event-hints.ts +195 -195
- package/src/pipeline/event-store.test.ts +28 -28
- package/src/pipeline/event-store.ts +193 -193
- package/src/pipeline/pipeline.ts +35 -35
- package/src/pipeline/player-projection.test.ts +168 -168
- package/src/pipeline/player-projection.ts +370 -370
- package/src/runtime/auto-upgrade.test.ts +66 -66
- package/src/runtime/auto-upgrade.ts +31 -31
- package/src/runtime/event-daemon.test.ts +209 -209
- package/src/runtime/event-daemon.ts +519 -519
- package/src/runtime/owner-control.ts +150 -150
- package/src/runtime/raw-ws-log.test.ts +33 -33
- package/src/runtime/raw-ws-log.ts +32 -32
- package/src/runtime/runtime-logger.ts +107 -107
- package/src/runtime/ws-client.test.ts +125 -125
- package/src/runtime/ws-client.ts +287 -287
- package/src/sdk/action.ts +166 -166
- package/src/sdk/index.ts +110 -110
- package/src/sdk/types.ts +161 -161
- package/src/strategies/avoid-lone.ts +12 -12
- package/src/strategies/avoid-players.knowledge.md +19 -19
- package/src/strategies/avoid-players.ts +16 -16
- package/src/strategies/corpse-patrol.ts +23 -23
- package/src/strategies/crab-sabotage.ts +22 -22
- package/src/strategies/custom-module.test.ts +270 -270
- package/src/strategies/find-player.ts +17 -17
- package/src/strategies/game-utils.test.ts +242 -242
- package/src/strategies/game-utils.ts +846 -846
- package/src/strategies/goals/anchor-linger.ts +77 -77
- package/src/strategies/goals/avoid-lone-top.ts +168 -168
- package/src/strategies/goals/avoid-players-top.test.ts +83 -83
- package/src/strategies/goals/avoid-players-top.ts +121 -121
- package/src/strategies/goals/conversation-goal.ts +51 -51
- package/src/strategies/goals/corpse-patrol-top.ts +113 -113
- package/src/strategies/goals/crab-octopus-reflexes.ts +101 -101
- package/src/strategies/goals/crab-sabotage-top.ts +197 -197
- package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
- package/src/strategies/goals/find-player-top.ts +93 -93
- package/src/strategies/goals/flee-players-goal.ts +53 -53
- package/src/strategies/goals/follow-companion-goal.ts +106 -106
- package/src/strategies/goals/goal-manager.ts +41 -41
- package/src/strategies/goals/goal-root-strategy.ts +49 -49
- package/src/strategies/goals/goal.ts +28 -28
- package/src/strategies/goals/hide-top.ts +197 -197
- package/src/strategies/goals/keep-away-goal.ts +221 -221
- package/src/strategies/goals/kill-frenzy-top.ts +80 -80
- package/src/strategies/goals/kill-lone-top.ts +160 -160
- package/src/strategies/goals/kill-target-goal.ts +59 -59
- package/src/strategies/goals/kill-target-top.ts +109 -109
- package/src/strategies/goals/leaf-goal.ts +27 -27
- package/src/strategies/goals/linger-corpse-goal.ts +35 -35
- package/src/strategies/goals/lone-kill-core.ts +82 -82
- package/src/strategies/goals/lone-kill-goal.ts +24 -24
- package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
- package/src/strategies/goals/lone-kill-task-top.ts +133 -133
- package/src/strategies/goals/move-room-goal.ts +60 -60
- package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
- package/src/strategies/goals/normal-shrimp-top.ts +242 -242
- package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
- package/src/strategies/goals/paradise-fish-top.ts +224 -224
- package/src/strategies/goals/patrol-top.ts +57 -57
- package/src/strategies/goals/report-patrol-top.ts +80 -80
- package/src/strategies/goals/safe-task-goal.ts +102 -102
- package/src/strategies/goals/social-task-top.ts +161 -161
- package/src/strategies/goals/task-kill-report-top.ts +163 -163
- package/src/strategies/goals/task-only-top.ts +57 -57
- package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
- package/src/strategies/goals/task-report-top.ts +57 -57
- package/src/strategies/goals/wander-task-goal.ts +33 -33
- package/src/strategies/goals/warrior-shrimp-top.test.ts +87 -87
- package/src/strategies/goals/warrior-shrimp-top.ts +267 -267
- package/src/strategies/greeting.ts +53 -53
- package/src/strategies/hide-spots.ts +59 -59
- package/src/strategies/hide.ts +24 -24
- package/src/strategies/kill-frenzy.ts +13 -13
- package/src/strategies/kill-lone.knowledge.md +17 -17
- package/src/strategies/kill-lone.ts +14 -14
- package/src/strategies/kill-target.ts +19 -19
- package/src/strategies/loader.test.ts +678 -678
- package/src/strategies/loader.ts +181 -181
- package/src/strategies/lone-kill-task.ts +22 -22
- package/src/strategies/meeting-gate.test.ts +59 -59
- package/src/strategies/meeting-gate.ts +23 -23
- package/src/strategies/move-room.ts +16 -16
- package/src/strategies/new-events-backfill.ts +98 -98
- package/src/strategies/off-route-points.ts +105 -105
- package/src/strategies/paradise-fish.knowledge.md +19 -19
- package/src/strategies/paradise-fish.ts +26 -26
- package/src/strategies/pathfind/distance-field.ts +150 -150
- package/src/strategies/pathfind/escape-planner.test.ts +197 -197
- package/src/strategies/pathfind/escape-planner.ts +355 -355
- package/src/strategies/pathfind/walkable-grid.ts +117 -117
- package/src/strategies/patrol.ts +12 -12
- package/src/strategies/player-targets.ts +13 -13
- package/src/strategies/report-patrol.ts +12 -12
- package/src/strategies/shrimp-memory.knowledge.md +19 -19
- package/src/strategies/shrimp-memory.ts +26 -26
- package/src/strategies/social-task.test.ts +28 -28
- package/src/strategies/social-task.ts +50 -50
- package/src/strategies/spawn.ts +82 -82
- package/src/strategies/speech-module.ts +123 -123
- package/src/strategies/strategy-loop.test.ts +15 -15
- package/src/strategies/strategy-loop.ts +776 -776
- package/src/strategies/task-kill-report.ts +18 -18
- package/src/strategies/task-only.ts +12 -12
- package/src/strategies/task-report.ts +23 -23
- package/src/strategies/types.ts +109 -109
- package/src/strategies/warrior-memory.knowledge.md +21 -21
- package/src/strategies/warrior-memory.ts +17 -17
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import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
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import {
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corpseAtScene,
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emergencyRushDecision,
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hasKnownCorpse,
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isKnowledgeHostile,
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isKnowledgeTrusted,
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PROGRESS_INTERVAL_MS,
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safePatrolStep,
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} from '../game-utils.js';
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import type { BehaviorDecision, StrategyContext } from '../types.js';
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import { GreetingTracker } from '../greeting.js';
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import { FollowCompanionGoal } from './follow-companion-goal.js';
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import { Goal } from './goal.js';
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import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
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import { LingerCorpseGoal } from './linger-corpse-goal.js';
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const WITNESS_EXEMPT_COUNT = 2;
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type Tier = 'emergency' | 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
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export class ParadiseFishTop extends Goal {
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private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
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private readonly follow = new FollowCompanionGoal(
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(state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
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(state, ctx) => this.visibleAvoidTargets(state, ctx),
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);
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private readonly patrol = new PatrolState();
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private readonly greeting: GreetingTracker;
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private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
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constructor(greetingPhrases: string[] = []) {
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}
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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const threatTargets = visible.filter(p => this.isHostile(p, ctx));
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const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
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const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
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this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isHostile(p, c)), {
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// 残局抢修紧急任务(已知存活≤6):仅次于躲避带刀坏人,先于保持距离/贴尸/抱团。
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// 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
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// 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
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// 人进视野后坐标自然补全,再切到贴尸游走)。
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/** 坏人:知识库 hostile(明确敌对带刀者)。被怀疑者(未标记)走下面的保持距离档。 */
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private isHostile(p: PlayerInfo, ctx: StrategyContext): boolean {
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private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
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if (visible.some(p => this.isTrusted(p, ctx))) return [];
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const nonBad = visible.filter(p => !this.isHostile(p, ctx));
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private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
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124
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const visible = nonTeammatesVisible(state, ctx);
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125
|
-
const threats = visible.filter(p => this.isHostile(p, ctx));
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126
|
-
return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
|
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127
|
-
}
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128
|
-
|
|
129
|
-
private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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130
|
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return safePatrolStep(state, ctx, this.patrol, false, {
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131
|
-
threatPoints: this.activeAvoidPoints(),
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132
|
-
});
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133
|
-
}
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134
|
-
|
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135
|
-
private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
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136
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const now = Date.now();
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137
|
-
if (visible.length > 0 && !avoidNonThreat) {
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138
|
-
for (const [key, item] of this.recentAvoidPoints) {
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139
|
-
if (!item.threat) this.recentAvoidPoints.delete(key);
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140
|
-
}
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141
|
-
}
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142
|
-
for (const p of visible) {
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143
|
-
const key = this.playerKey(p);
|
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144
|
-
if (!key) continue;
|
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145
|
-
if (this.isTrusted(p, ctx)) {
|
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146
|
-
this.recentAvoidPoints.delete(key);
|
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147
|
-
continue;
|
|
148
|
-
}
|
|
149
|
-
const threat = this.isHostile(p, ctx);
|
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150
|
-
if (!threat && !avoidNonThreat) {
|
|
151
|
-
this.recentAvoidPoints.delete(key);
|
|
152
|
-
continue;
|
|
153
|
-
}
|
|
154
|
-
this.recentAvoidPoints.set(key, {
|
|
155
|
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point: { x: p.x, y: p.y },
|
|
156
|
-
until: now + AVOID_ROUTE_MEMORY_MS,
|
|
157
|
-
threat,
|
|
158
|
-
});
|
|
159
|
-
}
|
|
160
|
-
for (const [key, item] of this.recentAvoidPoints) {
|
|
161
|
-
if (item.until <= now) this.recentAvoidPoints.delete(key);
|
|
162
|
-
}
|
|
163
|
-
}
|
|
164
|
-
|
|
165
|
-
private activeAvoidPoints(): Position[] {
|
|
166
|
-
const now = Date.now();
|
|
167
|
-
const points: Position[] = [];
|
|
168
|
-
for (const [key, item] of this.recentAvoidPoints) {
|
|
169
|
-
if (item.until <= now) {
|
|
170
|
-
this.recentAvoidPoints.delete(key);
|
|
171
|
-
} else {
|
|
172
|
-
points.push(item.point);
|
|
173
|
-
}
|
|
174
|
-
}
|
|
175
|
-
return points;
|
|
176
|
-
}
|
|
177
|
-
|
|
178
|
-
private playerKey(p: PlayerInfo): string {
|
|
179
|
-
return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
|
|
180
|
-
}
|
|
181
|
-
|
|
182
|
-
private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
|
|
183
|
-
const worker = this.subGoal;
|
|
184
|
-
if (worker instanceof KeepAwayGoal && worker.key === key) return;
|
|
185
|
-
if (this.subGoal) this.removeSubGoal();
|
|
186
|
-
this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
|
|
187
|
-
}
|
|
188
|
-
|
|
189
|
-
private clearSub(): void {
|
|
190
|
-
if (this.subGoal) this.removeSubGoal();
|
|
191
|
-
}
|
|
192
|
-
|
|
193
|
-
private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
|
|
194
|
-
const now = Date.now();
|
|
195
|
-
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
196
|
-
ctx.lastProgressNotifyAt = now;
|
|
197
|
-
|
|
198
|
-
const room = state.you.room ?? '未知';
|
|
199
|
-
let msg = `[进度] 当前在${room}`;
|
|
200
|
-
if (tier === 'emergency') {
|
|
201
|
-
const name = ctx.emergency?.task_name ?? '紧急维修';
|
|
202
|
-
msg += `,残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`;
|
|
203
|
-
} else if (tier === 'corpse') {
|
|
204
|
-
// corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
|
|
205
|
-
if (!corpseAtScene(state)) {
|
|
206
|
-
msg += ',记得有尸体,正前往尸体处(不报警)。';
|
|
207
|
-
} else {
|
|
208
|
-
msg += visible.length > 0
|
|
209
|
-
? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
|
|
210
|
-
: ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
|
|
211
|
-
}
|
|
212
|
-
} else if (tier === 'flee-bad') {
|
|
213
|
-
const names = visible.filter(p => this.isHostile(p, ctx)).map(p => p.name).join('、');
|
|
214
|
-
msg += `,发现认定带刀坏人${names},正在远离。`;
|
|
215
|
-
} else if (tier === 'keep-distance') {
|
|
216
|
-
msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
|
|
217
|
-
} else if (tier === 'huddle') {
|
|
218
|
-
msg += ',附近有可信同伴,抱团假装做任务。';
|
|
219
|
-
} else {
|
|
220
|
-
msg += ',附近无人,四处游荡。';
|
|
221
|
-
}
|
|
222
|
-
ctx.notifications.push(msg);
|
|
223
|
-
}
|
|
224
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
|
|
2
|
+
import {
|
|
3
|
+
corpseAtScene,
|
|
4
|
+
emergencyRushDecision,
|
|
5
|
+
hasKnownCorpse,
|
|
6
|
+
isKnowledgeHostile,
|
|
7
|
+
isKnowledgeTrusted,
|
|
8
|
+
nonTeammatesVisible,
|
|
9
|
+
PatrolState,
|
|
10
|
+
PROGRESS_INTERVAL_MS,
|
|
11
|
+
safePatrolStep,
|
|
12
|
+
} from '../game-utils.js';
|
|
13
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
14
|
+
import { GreetingTracker } from '../greeting.js';
|
|
15
|
+
import { FollowCompanionGoal } from './follow-companion-goal.js';
|
|
16
|
+
import { Goal } from './goal.js';
|
|
17
|
+
import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
|
|
18
|
+
import { LingerCorpseGoal } from './linger-corpse-goal.js';
|
|
19
|
+
|
|
20
|
+
const SUB_PRIORITY = 0.5;
|
|
21
|
+
const AVOID_ROUTE_MEMORY_MS = 10_000;
|
|
22
|
+
const WITNESS_EXEMPT_COUNT = 2;
|
|
23
|
+
|
|
24
|
+
type Tier = 'emergency' | 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
|
|
25
|
+
|
|
26
|
+
export class ParadiseFishTop extends Goal {
|
|
27
|
+
private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
|
|
28
|
+
private readonly follow = new FollowCompanionGoal(
|
|
29
|
+
(state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
|
|
30
|
+
(state, ctx) => this.visibleAvoidTargets(state, ctx),
|
|
31
|
+
);
|
|
32
|
+
private readonly patrol = new PatrolState();
|
|
33
|
+
private readonly greeting: GreetingTracker;
|
|
34
|
+
private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
|
|
35
|
+
|
|
36
|
+
constructor(greetingPhrases: string[] = []) {
|
|
37
|
+
super();
|
|
38
|
+
this.greeting = new GreetingTracker(greetingPhrases);
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
42
|
+
const visible = nonTeammatesVisible(state, ctx);
|
|
43
|
+
const threatTargets = visible.filter(p => this.isHostile(p, ctx));
|
|
44
|
+
const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
|
|
45
|
+
const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
|
|
46
|
+
this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
|
|
47
|
+
|
|
48
|
+
if (threatTargets.length > 0) {
|
|
49
|
+
const decisions: BehaviorDecision[] = [];
|
|
50
|
+
const greeting = this.greeting.tryGreeting(state);
|
|
51
|
+
if (greeting) decisions.push(greeting);
|
|
52
|
+
this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isHostile(p, c)), {
|
|
53
|
+
threatRadius: Infinity,
|
|
54
|
+
noun: '认定带刀坏人',
|
|
55
|
+
});
|
|
56
|
+
this.emitProgress(state, ctx, visible, 'flee-bad');
|
|
57
|
+
return decisions;
|
|
58
|
+
}
|
|
59
|
+
|
|
60
|
+
// 残局抢修紧急任务(已知存活≤6):仅次于躲避带刀坏人,先于保持距离/贴尸/抱团。
|
|
61
|
+
const emergency = emergencyRushDecision(state, ctx);
|
|
62
|
+
if (emergency) {
|
|
63
|
+
this.clearSub();
|
|
64
|
+
this.emitProgress(state, ctx, visible, 'emergency');
|
|
65
|
+
return [emergency];
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
const decisions: BehaviorDecision[] = [];
|
|
69
|
+
const greeting = this.greeting.tryGreeting(state);
|
|
70
|
+
if (greeting) decisions.push(greeting);
|
|
71
|
+
|
|
72
|
+
if (strangerAvoidTargets.length > 0) {
|
|
73
|
+
this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
|
|
74
|
+
threatRadius: Infinity,
|
|
75
|
+
noun: '陌生人',
|
|
76
|
+
planOpts: { steps: 4 },
|
|
77
|
+
});
|
|
78
|
+
this.emitProgress(state, ctx, visible, 'keep-distance');
|
|
79
|
+
return decisions;
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
// 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
|
|
83
|
+
// 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
|
|
84
|
+
// nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
|
|
85
|
+
// 人进视野后坐标自然补全,再切到贴尸游走)。
|
|
86
|
+
if (hasKnownCorpse(ctx)) {
|
|
87
|
+
this.clearSub();
|
|
88
|
+
const linger = this.linger.tick(state, ctx);
|
|
89
|
+
if (linger.length > 0) {
|
|
90
|
+
this.emitProgress(state, ctx, visible, 'corpse');
|
|
91
|
+
return [...linger, ...decisions];
|
|
92
|
+
}
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
if (trustedTargets.length > 0) {
|
|
96
|
+
this.clearSub();
|
|
97
|
+
const follow = this.follow.tick(state, ctx);
|
|
98
|
+
this.emitProgress(state, ctx, visible, 'huddle');
|
|
99
|
+
return [...follow, ...decisions];
|
|
100
|
+
}
|
|
101
|
+
|
|
102
|
+
this.clearSub();
|
|
103
|
+
this.emitProgress(state, ctx, visible, 'wander');
|
|
104
|
+
return [...this.wander(state, ctx), ...decisions];
|
|
105
|
+
}
|
|
106
|
+
|
|
107
|
+
/** 坏人:知识库 hostile(明确敌对带刀者)。被怀疑者(未标记)走下面的保持距离档。 */
|
|
108
|
+
private isHostile(p: PlayerInfo, ctx: StrategyContext): boolean {
|
|
109
|
+
return isKnowledgeHostile(p, ctx);
|
|
110
|
+
}
|
|
111
|
+
|
|
112
|
+
private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
|
|
113
|
+
return isKnowledgeTrusted(p, ctx);
|
|
114
|
+
}
|
|
115
|
+
|
|
116
|
+
private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
|
|
117
|
+
if (visible.some(p => this.isTrusted(p, ctx))) return [];
|
|
118
|
+
const nonBad = visible.filter(p => !this.isHostile(p, ctx));
|
|
119
|
+
if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
|
|
120
|
+
return visible.filter(p => !this.isTrusted(p, ctx) && !this.isHostile(p, ctx));
|
|
121
|
+
}
|
|
122
|
+
|
|
123
|
+
private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
|
|
124
|
+
const visible = nonTeammatesVisible(state, ctx);
|
|
125
|
+
const threats = visible.filter(p => this.isHostile(p, ctx));
|
|
126
|
+
return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
|
|
127
|
+
}
|
|
128
|
+
|
|
129
|
+
private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
130
|
+
return safePatrolStep(state, ctx, this.patrol, false, {
|
|
131
|
+
threatPoints: this.activeAvoidPoints(),
|
|
132
|
+
});
|
|
133
|
+
}
|
|
134
|
+
|
|
135
|
+
private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
|
|
136
|
+
const now = Date.now();
|
|
137
|
+
if (visible.length > 0 && !avoidNonThreat) {
|
|
138
|
+
for (const [key, item] of this.recentAvoidPoints) {
|
|
139
|
+
if (!item.threat) this.recentAvoidPoints.delete(key);
|
|
140
|
+
}
|
|
141
|
+
}
|
|
142
|
+
for (const p of visible) {
|
|
143
|
+
const key = this.playerKey(p);
|
|
144
|
+
if (!key) continue;
|
|
145
|
+
if (this.isTrusted(p, ctx)) {
|
|
146
|
+
this.recentAvoidPoints.delete(key);
|
|
147
|
+
continue;
|
|
148
|
+
}
|
|
149
|
+
const threat = this.isHostile(p, ctx);
|
|
150
|
+
if (!threat && !avoidNonThreat) {
|
|
151
|
+
this.recentAvoidPoints.delete(key);
|
|
152
|
+
continue;
|
|
153
|
+
}
|
|
154
|
+
this.recentAvoidPoints.set(key, {
|
|
155
|
+
point: { x: p.x, y: p.y },
|
|
156
|
+
until: now + AVOID_ROUTE_MEMORY_MS,
|
|
157
|
+
threat,
|
|
158
|
+
});
|
|
159
|
+
}
|
|
160
|
+
for (const [key, item] of this.recentAvoidPoints) {
|
|
161
|
+
if (item.until <= now) this.recentAvoidPoints.delete(key);
|
|
162
|
+
}
|
|
163
|
+
}
|
|
164
|
+
|
|
165
|
+
private activeAvoidPoints(): Position[] {
|
|
166
|
+
const now = Date.now();
|
|
167
|
+
const points: Position[] = [];
|
|
168
|
+
for (const [key, item] of this.recentAvoidPoints) {
|
|
169
|
+
if (item.until <= now) {
|
|
170
|
+
this.recentAvoidPoints.delete(key);
|
|
171
|
+
} else {
|
|
172
|
+
points.push(item.point);
|
|
173
|
+
}
|
|
174
|
+
}
|
|
175
|
+
return points;
|
|
176
|
+
}
|
|
177
|
+
|
|
178
|
+
private playerKey(p: PlayerInfo): string {
|
|
179
|
+
return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
|
|
180
|
+
}
|
|
181
|
+
|
|
182
|
+
private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
|
|
183
|
+
const worker = this.subGoal;
|
|
184
|
+
if (worker instanceof KeepAwayGoal && worker.key === key) return;
|
|
185
|
+
if (this.subGoal) this.removeSubGoal();
|
|
186
|
+
this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
private clearSub(): void {
|
|
190
|
+
if (this.subGoal) this.removeSubGoal();
|
|
191
|
+
}
|
|
192
|
+
|
|
193
|
+
private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
|
|
194
|
+
const now = Date.now();
|
|
195
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
196
|
+
ctx.lastProgressNotifyAt = now;
|
|
197
|
+
|
|
198
|
+
const room = state.you.room ?? '未知';
|
|
199
|
+
let msg = `[进度] 当前在${room}`;
|
|
200
|
+
if (tier === 'emergency') {
|
|
201
|
+
const name = ctx.emergency?.task_name ?? '紧急维修';
|
|
202
|
+
msg += `,残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`;
|
|
203
|
+
} else if (tier === 'corpse') {
|
|
204
|
+
// corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
|
|
205
|
+
if (!corpseAtScene(state)) {
|
|
206
|
+
msg += ',记得有尸体,正前往尸体处(不报警)。';
|
|
207
|
+
} else {
|
|
208
|
+
msg += visible.length > 0
|
|
209
|
+
? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
|
|
210
|
+
: ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
|
|
211
|
+
}
|
|
212
|
+
} else if (tier === 'flee-bad') {
|
|
213
|
+
const names = visible.filter(p => this.isHostile(p, ctx)).map(p => p.name).join('、');
|
|
214
|
+
msg += `,发现认定带刀坏人${names},正在远离。`;
|
|
215
|
+
} else if (tier === 'keep-distance') {
|
|
216
|
+
msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
|
|
217
|
+
} else if (tier === 'huddle') {
|
|
218
|
+
msg += ',附近有可信同伴,抱团假装做任务。';
|
|
219
|
+
} else {
|
|
220
|
+
msg += ',附近无人,四处游荡。';
|
|
221
|
+
}
|
|
222
|
+
ctx.notifications.push(msg);
|
|
223
|
+
}
|
|
224
|
+
}
|
|
@@ -1,57 +1,57 @@
|
|
|
1
|
-
import type { GameState } from '../../sdk/types.js';
|
|
2
|
-
import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
|
|
3
|
-
import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
|
|
4
|
-
import { Goal } from './goal.js';
|
|
5
|
-
import { MoveRoomGoal } from './move-room-goal.js';
|
|
6
|
-
|
|
7
|
-
const PATROL_PRIORITY = 0.2;
|
|
8
|
-
|
|
9
|
-
export class PatrolTop extends Goal {
|
|
10
|
-
private readonly patrol = new PatrolState();
|
|
11
|
-
|
|
12
|
-
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
13
|
-
let room = this.patrol.nextRoom(ctx);
|
|
14
|
-
if (!room) {
|
|
15
|
-
this.emitProgress(state, ctx, null);
|
|
16
|
-
return [];
|
|
17
|
-
}
|
|
18
|
-
|
|
19
|
-
if (hasReachedRoomTarget(state, room)) {
|
|
20
|
-
this.patrol.advance(ctx);
|
|
21
|
-
room = this.patrol.nextRoom(ctx);
|
|
22
|
-
if (!room) {
|
|
23
|
-
this.emitProgress(state, ctx, null);
|
|
24
|
-
return [];
|
|
25
|
-
}
|
|
26
|
-
}
|
|
27
|
-
|
|
28
|
-
const worker = this.subGoal;
|
|
29
|
-
if (worker instanceof MoveRoomGoal) {
|
|
30
|
-
if (worker.room !== room.name) {
|
|
31
|
-
this.removeSubGoal();
|
|
32
|
-
this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
|
|
33
|
-
}
|
|
34
|
-
} else {
|
|
35
|
-
this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
|
|
36
|
-
}
|
|
37
|
-
this.emitProgress(state, ctx, room);
|
|
38
|
-
return [];
|
|
39
|
-
}
|
|
40
|
-
|
|
41
|
-
private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
|
|
42
|
-
const now = Date.now();
|
|
43
|
-
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
44
|
-
ctx.lastProgressNotifyAt = now;
|
|
45
|
-
|
|
46
|
-
const room = state.you.room ?? '未知';
|
|
47
|
-
const totalRooms = ctx.rooms.length;
|
|
48
|
-
|
|
49
|
-
let msg = `[进度] 当前在${room}`;
|
|
50
|
-
if (target) {
|
|
51
|
-
msg += `,正在巡逻前往${target.name}`;
|
|
52
|
-
}
|
|
53
|
-
msg += `。共${totalRooms}个房间。`;
|
|
54
|
-
|
|
55
|
-
ctx.notifications.push(msg);
|
|
56
|
-
}
|
|
57
|
-
}
|
|
1
|
+
import type { GameState } from '../../sdk/types.js';
|
|
2
|
+
import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
|
|
3
|
+
import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
|
|
4
|
+
import { Goal } from './goal.js';
|
|
5
|
+
import { MoveRoomGoal } from './move-room-goal.js';
|
|
6
|
+
|
|
7
|
+
const PATROL_PRIORITY = 0.2;
|
|
8
|
+
|
|
9
|
+
export class PatrolTop extends Goal {
|
|
10
|
+
private readonly patrol = new PatrolState();
|
|
11
|
+
|
|
12
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
13
|
+
let room = this.patrol.nextRoom(ctx);
|
|
14
|
+
if (!room) {
|
|
15
|
+
this.emitProgress(state, ctx, null);
|
|
16
|
+
return [];
|
|
17
|
+
}
|
|
18
|
+
|
|
19
|
+
if (hasReachedRoomTarget(state, room)) {
|
|
20
|
+
this.patrol.advance(ctx);
|
|
21
|
+
room = this.patrol.nextRoom(ctx);
|
|
22
|
+
if (!room) {
|
|
23
|
+
this.emitProgress(state, ctx, null);
|
|
24
|
+
return [];
|
|
25
|
+
}
|
|
26
|
+
}
|
|
27
|
+
|
|
28
|
+
const worker = this.subGoal;
|
|
29
|
+
if (worker instanceof MoveRoomGoal) {
|
|
30
|
+
if (worker.room !== room.name) {
|
|
31
|
+
this.removeSubGoal();
|
|
32
|
+
this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
|
|
33
|
+
}
|
|
34
|
+
} else {
|
|
35
|
+
this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
|
|
36
|
+
}
|
|
37
|
+
this.emitProgress(state, ctx, room);
|
|
38
|
+
return [];
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
|
|
42
|
+
const now = Date.now();
|
|
43
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
44
|
+
ctx.lastProgressNotifyAt = now;
|
|
45
|
+
|
|
46
|
+
const room = state.you.room ?? '未知';
|
|
47
|
+
const totalRooms = ctx.rooms.length;
|
|
48
|
+
|
|
49
|
+
let msg = `[进度] 当前在${room}`;
|
|
50
|
+
if (target) {
|
|
51
|
+
msg += `,正在巡逻前往${target.name}`;
|
|
52
|
+
}
|
|
53
|
+
msg += `。共${totalRooms}个房间。`;
|
|
54
|
+
|
|
55
|
+
ctx.notifications.push(msg);
|
|
56
|
+
}
|
|
57
|
+
}
|