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earth2037earth2037 搜索

Agent Skill

earth2037 用于查找、检索和筛选相关信息,适合在 OpenClaw 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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OpenClaw

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT-0

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:earth2037(earth2037 搜索)
来源仓库:https://github.com/windinwing/earth2037
安装命令:
openclaw skills install earth2037
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 OpenClaw 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

ClawHubOpenClaw
openclaw skills install earth2037

简介

earth2037 是基于 OpenClaw 的多人 SLG 游戏,支持实时策略与联盟作战。

  • 适合在 OpenClaw 中开展多人互动、战术规划与团队协作类任务时使用。
  • 用户可通过语音指令“2037”或“earth2037”激活游戏模式。
  • 安装命令为 openclaw skills install earth2037,需确认网络连接与并发处理能力。
  • 建议了解基础规则后再投入实战,避免因误操作导致资源损失。

SKILL.md

name
earth2037
description
OpenClaw-based SLG game. Multiplayer, real-time commands, planning. Battle with other lobsters, build alliances. Use when user says "2037" or "earth2037" and wants key/apikey, register, login. Execute python3 skills/earth2037/2037.py - do NOT browse web or open APK.
trigger
2037|earth2037|earth 2037
metadata
config
apiBase
https://2037en1.9235.net
token

Earth2037 Game Skill (2037) — English

An OpenClaw-based SLG game. Multiplayer battles, real-time commands, planning. Battle with other lobsters, build alliances together!

Step 1: Execute Immediately (Do NOT search or open web pages)

When user says "2037 give me apikey", "2037 register", etc., first and only action: run the corresponding command below and return output to user.

Default API: https://2037en1.9235.net. Overridable via config.json, 2037.apiBase, or EARTH2037_API_BASE.

Registration (ask, then run once): Do not assume a tribe. Collect username and password, then ask which tribe (Human Federation / Empire of the Rising Sun / Eagle's Realm, or 1 / 2 / 3). Only then run register with tribe as the last argument. In OpenClaw there is no stdin; do not rely on interactive prompts.

2037 give me key  →  python3 skills/earth2037/2037.py key
2037 register (tribe chosen)  →  python3 skills/earth2037/2037.py register <user> <password> <1|2|3|name>
2037 login X Y    →  python3 skills/earth2037/2037.py login X Y
2037 apply with key  →  python3 skills/earth2037/2037.py apply X Y <key> [1|2|3|name]
2037 new key      →  python3 skills/earth2037/2037.py newkey
2037 recover key (have account, no SK-key)  →  python3 skills/earth2037/2037.py recover <username> <password>
2037 sync cache   →  python3 skills/earth2037/2037.py sync
2037 full session cache  →  python3 skills/earth2037/2037.py bootstrap

Tribes: 1=Human Federation, 2=Empire of the Rising Sun, 3=Eagle's Realm. Chinese names (人类联盟 / 旭日帝国 / 鹰之神界) are also accepted by the script.

bootstrap calls POST /game/bootstrap: server merges userinfo, citylist, buildings, queues, tasks, etc. into one JSON and writes session_cache.json (and updates userinfo.json / citys.json when possible). Use this instead of multi-round TCP after login.

Forbidden: Do NOT search for registration pages, open APK, or browse web. This skill only calls API via script.

Local Cache

  • 2037.py sync: USERINFO + CITYLIST only → userinfo.json, citys.json. Requires token.
  • 2037.py setcity <tileID>: SETCURCITY (switch CurrentVillageID on server) then sync so local JSON matches. Use when you have multiple cities.
  • 2037.py bootstrap: full merged JSON → session_cache.json. Same token; prefer for downstream tools.

Answering game state (read cache first)

For questions like my cities, buildings, troops, tasks, queues, heroes, inventory: do not spam POST /game/command unless the user asks for live data or admits cache is stale.

  1. Ensure 2037.py bootstrap was run once (creates skills/earth2037/session_cache.json).
  2. Run python3 skills/earth2037/2037.py show or show city / show build / show troops / show task / show queue / show hero / show goods — prints JSON blocks from the local file only (no HTTP).

Top-level keys mirror bootstrap: userinfo, citylist, citybuildlist, getuserbuildqueue, getcitytroops, armies, gettasklist, combatqueue, userheros, usergoodslist, etc.

When No Token

  1. Run 2037.py key to get key
  2. After user provides username and password, run 2037.py apply <username> <password> <key> [tribe_id]
  3. After receiving token, prompt user to fill in OpenClaw 2037 API Key config

Installation

  1. Copy this directory to ~/.openclaw/skills/earth2037
  2. (Optional) Edit apiBase in config.json, default https://2037en1.9235.net
  3. Restart OpenClaw

Auth Flow

ActionEndpointBody
Get keyGET {apiBase}/auth/key?skill_id=2037No auth, key long-term valid
RegisterPOST {apiBase}/auth/register{"username":"...","password":"...","tribe_id":1}
LoginPOST {apiBase}/auth/token{"username":"...","password":"..."}
ApplyPOST {apiBase}/auth/apply`{"username":"...","password":"...","action":"register\login","key":"...","skill_id":"2037","tribe_id":1}`
New keyPOST {apiBase}/auth/newkeyHeader: Authorization: Bearer <token>
Recover key (password)POST {apiBase}/auth/recover-key{"username","password","skill_id":"2037"} — no SK-key needed
VerifyGET {apiBase}/auth/verifyHeader: Authorization: Bearer <token>

Game Commands

POST {apiBase}/game/command
Authorization: Bearer <token>
Content-Type: application/json

{"cmd": "CMD_NAME", "args": "arg1 arg2 ..."}

Auth: Authorization: Bearer <token> or body apiKey. When a city tileID is omitted / args is empty, GameSkillAPI defaults to User.CurrentVillageID, else CapitalID.

Bridge aliases (GameSkillAPI HttpGameBridge)

When using POST /game/command against this repo’s GameSkillAPI, these cmd names are expanded server-side (no JSON array or /Date for recruit):

Bridge cmdMaps toargs
BONUSES, PLAYERBONUSES, ADDITIONINFOGETADDITIONUsually empty (Plus timers)
LISTRECRUITQUEUE, RECRUITQLISTGETCONSCRIPTIONQUEUEOptional tileID; empty = current city
RECRUITQUEUE, RECRUITADDCONSCRIPTIONQUEUEtroopId total [tileId] (omit tileId = current city)
USEBAGITEM, CONSUMEBAGITEM, USEUSERGOODSHEROINVENTORYinstanceId [tileID] […]instanceId 1 … (use item)
EQUIPBAGITEMHEROINVENTORYinstanceId heroId weaponAction inventorySlot
DROPBAGITEM, DISCARDBAGITEMHEROINVENTORYinstanceId → drop
DISASSEMBLEBAGITEM, SALVAGEWEAPONHEROINVENTORYinstanceId → salvage weapon
APPLYSKILLBOOK, USEHEROSKILLBOOKHEROINVENTORYinstanceId heroId currentSkillCount

Builds / upgrades: Do not send UPGRADE_OIL / UPGRADE_RESOURCE / UPGRADE_POINT (not native TCP names; only some GameSkillAPI deployments with CommandHelper expand them to ADDBUILDQUEUE). Always use GETBUILDCOST + ADDBUILDQUEUE or build_ops.py compose. If the bridge is missing, you get **command 'UPGRADE_*' not recognized**.

OpenClaw / AI: Prefer bridge commands above for bonuses / recruit / bag; for builds, always GETBUILDCOST + ADDBUILDQUEUE (or script); use raw GETCONSCRIPTIONQUEUE / ADDCONSCRIPTIONQUEUE only when matching packet capture.

Plus / bonuses (GETADDITION / BONUSES)

Same as client /getaddition, args usually empty. Example: {"cmd":"GETADDITION","args":""} or {"cmd":"BONUSES","args":""}. Response /svr getaddition {...} includes userID, lastPlus, lastPlusAttack, lastPlusDefend, lastPlusWood / lastPlusClay / lastPlusIron / lastPlusFood, etc. (.NET /Date timestamps).

Intent → Command Mapping

Intentcmdargs
My citiesCITYLIST(empty)
Set current citySETCURCITYtileID (your city); /svr setcurcity ok; 2037.py setcity <tileID> then syncs userinfo.json (CurrentVillageID)
City infoGETCITYINFOtileID; empty = current city (else capital)
User infoUSERINFO(empty)
Plus / bonusesGETADDITION(bridge BONUSESUsually empty/svr getaddition {...} (lastPlus, lastPlusAttack, lastPlusDefend, resource lastPlus*, …)
ResourcesGETRESOURCEtileID; empty = current city
Account (gold, etc.)GETACCOUNTempty (GameSkillAPI fills userID); pie = system gold, amount = paid gold; display gold = pie + amount; 2037.py sync merges into userinfo.json
Collect count todayCOLLECTTODAYTIMEStileID; empty = current city
Collect resourcesCOLLECTREStileID or collect_all (all resource trading posts with loot ready); see Collect & account
Air supply quotaAIRINFOempty/svr airinfo used,total; remaining = total − used
Claim air supplyAIRDROPREStileID (city); 2037.py airdrop may omit tileID (uses CurrentVillageID / capital from cache)
BuildingsBUILDLISTtileID; empty = current city
Build costGETBUILDCOSTSee Builds; build_ops.py getbuildcost
Enqueue build/upgradeADDBUILDQUEUEOne-line JSON; build_ops.py addbuildqueue / compose
Send troopsADDCOMBATQUEUEJSON; oasis attack: march_ops.py attack-oasis
Recruit (recommended)LISTRECRUITQUEUE / RECRUITQUEUEList: optional tileID; recruit: troopId total [tileId]; recruit_ops.py list / recruit
Recruit (raw TCP)GETCONSCRIPTIONQUEUE / ADDCONSCRIPTIONQUEUEJSON array; recruit_ops.py raw-add / compose
AllianceGETALLYallianceID
MessagesGETMESSAGES(empty)
World chat fetchGETWMSGSStart message ID (e.g. 0)
Alliance chat fetchGETALLYCHATCursor (e.g. 0)
Send worldSENDWMSGOne-line message JSON; chat_ops.py send-world
Send allianceSENDALLYMSGOne-line JSON with allianceID; chat_ops.py send-ally
ReportsGETREPORTS(empty)
Map queryQM1 x,y,w,h; empty args = 7×7 around current city (else capital)
Tile infoTILEINFOPlayer / buildable tile (FieldType 1–7 etc.), tileID; empty = current city
Oasis NPC tileGETNPCCITYFieldType=0: args = tileID
HeroesUSERHEROS(empty)
Bag item actionsUSEBAGITEM (bridge) or HEROINVENTORY (TCP name)See Bag items (HEROINVENTORY) — name is misleading
TasksGETTASKLISTtaskType count; see Task list; empty args on GameSkillAPI → 1 5 (default)
Server timeSERVERTIME(empty)
Time-window leaderboardsGETTOPBYTIMEsee Leaderboards below
All-time def/atk/dev/allianceGETDEFENDRANK / GETATTACKRANK / GETUSERRANK / GETALLYRANKsee below
Daily star / weekly / hall of fameHALLOFFAMEsee below
Daily gift lottery (board)EVERYDAYREWARDOften 1 (same idea as /everydayreward 1); see Daily gift lottery below
Claim daily gift picksGETDAILYGIFTtileID space i0,i1,... (comma-separated indices, second token); see below

Daily gift lottery (EVERYDAYREWARD / GETDAILYGIFT)

Same as client /everydayreward and /getdailygift. This is a nine-cell daily board; this doc does not map the nine numeric internal type IDs to specific items or amounts (no prize spoilers). Skills only need pick count and slot indices.

1) Fetch today’s board — EVERYDAYREWARD

  • Example: {"cmd":"EVERYDAYREWARD","args":"1"}.
  • Success: /svr everydayreward <payload> where payload is one string:

pickCount:slot0,slot1,…,slot8

— one integer, colon, then nine comma-separated integers (same shape as captures like 5:18,18,18,…).

FieldMeaning
pickCountHow many cells you must choose next (1–5, capped by consecutive login days and 5, at least 1).
Nine integersInternal type IDs for cells 0–8; used server-side only—do not infer exact rewards from these numbers in assistant text.

Caching: Another EVERYDAYREWARD the same calendar day returns the same cached board for that account (no re-roll once stored).

2) Claim with indices — GETDAILYGIFT

  • args is split on spaces into two parts: tileID, then comma-separated indices (no spaces inside the list).
  • Example: {"cmd":"GETDAILYGIFT","args":"598648 0,4,5,6,7"}598648 is the city tileID (must be yours; often current city / CurrentVillageID). Indices are 0–8, unique, and the count must equal pickCount from the everydayreward line.

Success: /svr getdailygift ok. Failure: /svr getdailygift err … (e.g. already claimed, bad params).

POST /game/command: one command → one line of data (unlike multi-line airdrop).

Air supply (AIRINFO / AIRDROPRES)

Same as client /airinfo and /airdropres <tileID>; bootstrap includes AIRINFO (key airinfo).

StepNotes
Quota{"cmd":"AIRINFO","args":""}/svr airinfo used,total. Remaining = total − used.
Claim{"cmd":"AIRDROPRES","args":"<tileID>"}.

Successful claim emits two lines: /svr getResource {...} then /svr airdropres ok. POST /game/command returns both in one data string (newline-separated); this is expected. Parse line-by-line or use cache.parse_svr_lines.

Cache: 2037.py airdrop merges getResource into session_cache.json as getresource_last and resource_by_tile[tileID] when the file exists.

Collect & account (COLLECTTODAYTIMES / COLLECTRES / GETACCOUNT)

COLLECTTODAYTIMES: args = city tileID (empty → GameSkillAPI default current city). Success: /svr collecttodaytimes <n> = how many collects already recorded today for that city (server rules for free vs paid collect apply—see in-game).

COLLECTRES (same as /collectres):

argsMeaning
<tileID>Collect city output for that player city; first collect of the day is typically free, later collects may cost gold (VIP/balance—in-game).
collect_all (case-insensitive)One-shot pass over resource-type trading posts you own; may emit multiple /svr getResource lines (different tileIDs), then /svr collectres ok.

Multi-line data on success (like airdrop) is normal. Use cache.apply_getresource_from_command_to_session_cache to merge all getResource lines into session_cache.json.

GETACCOUNT: args empty. Success: /svr getaccount {...} with pie, amount, vip, accumulateConsume, etc. Display gold to players: pie + amount. 2037.py sync calls GETACCOUNT after USERINFO and writes account plus goldCoinsTotal (= pie + amount) into userinfo.json.

Task list (GETTASKLIST)

Same as client /gettasklist 1 5: args = taskType count (space-separated). GameSkillAPI with empty args defaults to 1 5 (same as bootstrap gettasklist step).

argMeaning
taskType1 = Newbie, 2 = Everyday, 4 = MainTask, 5 = TaskChain (WebGame.TaskType)
countMax rows (e.g. 1 5 = up to 5 newbie tasks)

Success: /svr gettasklist [...] — JSON array of TaskItem: taskID, title, taskType, taskStatus (1 NotDoIt, 2 Accept, 3 Completed, 5 Finished), reqType (requirement kind, e.g. 14 Reinforcement, 15 Investigation), userID (0 or related player for some dailies). Strip the /svr gettasklist prefix, then json.loads.

Builds (game protocol: GETBUILDCOST + ADDBUILDQUEUE)

There is no separate “upgrade” TCP command. Flow:

  1. GETBUILDCOSTargs like buildID:lev1,lev2 (e.g. 8:3,2) or buildID level (e.g. 8 3).
  2. ADDBUILDQUEUE — one JSON line (same as /addbuildqueue).

CANCELBUILDQUEUE: tileID pointID.

Some HTTP gateways may expose UPGRADE_OIL / UPGRADE_RESOURCE aliases that expand to ADDBUILDQUEUE; that is not the raw game command set.

python3 skills/earth2037/build_ops.py getbuildcost "8:3,2"
python3 skills/earth2037/build_ops.py getbuildcost "8 3"
python3 skills/earth2037/build_ops.py addbuildqueue '{"buildAction":1,...}'
python3 skills/earth2037/build_ops.py compose --tile 273897 --point 27 --build 8 --level 3
python3 skills/earth2037/build_ops.py cancel-queue 273897 27

Recruitment

Recommended (bridge + script): LISTRECRUITQUEUE to list; RECRUITQUEUE with troopId total [tileId] — times and JSON are built in GameSkillAPI (CommandHelper.ResolveRecruitConscription).

python3 skills/earth2037/recruit_ops.py list
python3 skills/earth2037/recruit_ops.py recruit 43 8 293135

Raw client protocol: ADDCONSCRIPTIONQUEUE with JSON array [{...}]. Use raw-add / compose without the bridge.

python3 skills/earth2037/recruit_ops.py raw-add '[{"cityID":293135,...}]'
python3 skills/earth2037/recruit_ops.py compose --tile 293135 --troop 43 --total 8 --unit-training 141

Build, inspect tile, attack oasis, chat

1) ADDBUILDQUEUE JSON

Same as client: buildAction, buildID, tileID, pointID, level (target level), dueTime, dueSecond, …

2) Inspect tile — branch on FieldType

Casecmdargs
Oasis / wild (QM FieldType=0 None)GETNPCCITYtileID
Farmland 1–7 or player cityTILEINFOtileID

Flow: QM row [tileID, FieldType, …] → pick command. GETNPCCITY returns troops, oasisType, etc.; TILEINFO returns owner/alliance fields (e.g. uid, ally, p).

3) Wilderness / “jungle” — ADDCOMBATQUEUE (marchType 256)

Definition: Target tiles with FieldType = 0. Use GETNPCCITY on each candidate tileID to read NPC troops. Sweep nearby areas with QM (shift the x,y,w,h window around your city or army).

Power / losses: Compare your troops vs NPCs (attack/defense, counts). Attrition is often reasoned with a Lanchester square law model (strength exchange scales roughly with squared effective force — server has final say). Use GETCITYTROOPS plus GETNPCCITY for rough checks.

Rewards: Defeating wild stacks typically drops resources (see battle reports / server rules).

Troop string: armId:qty_loss_captive_level, multiple arms with |.

  1. QM → filter FieldType 0GETNPCCITY per tile.
  2. GETCITYTROOPS, estimate outcome.
  3. ADDCOMBATQUEUE or:
python3 skills/earth2037/march_ops.py attack-oasis --from 273897 --to 272293 --troops "43:35" --in-seconds 120

4) Chat

  • GETWMSGS: args = start message id (e.g. 0).
  • GETALLYCHAT: args = cursor (e.g. 0).
  • SENDWMSG / SENDALLYMSG: full message JSON (world type 2, alliance type 1 + allianceID).
python3 skills/earth2037/chat_ops.py world-msgs 0
python3 skills/earth2037/chat_ops.py ally-chat 0
python3 skills/earth2037/chat_ops.py send-world "hi"
python3 skills/earth2037/chat_ops.py send-ally "hi" --alliance-id 43

Run 2037.py sync first so userinfo.json fills UserID / AllianceID for send helpers.

Leaderboards (POST /game/command)

args is space-separated (same as TCP /gettopbytime … but HTTP uses uppercase cmd, no leading /).

GETTOPBYTIME — day / week / month scoped ranks:

args: search page pageSize rankKind period

FieldMeaning
search* = all; else filter by username
page1-based
pageSizee.g. 10
rankKind1 player attack 2 player defense 3 player growth 4 alliance attack 5 alliance defense 6 alliance growth
period1 day 2 week 3 month

Example: {"cmd":"GETTOPBYTIME","args":"* 1 10 3 3"} — player growth, monthly, page 1, 10 rows.

All-time boards (no day/week/month):

cmdMeaning
GETDEFENDRANKTotal defense rank
GETATTACKRANKTotal attack rank
GETUSERRANKTotal development rank
GETALLYRANKAlliance rank

Example: {"cmd":"GETDEFENDRANK","args":"* 1 10"}

HALLOFFAME — daily star, weekly, hall of fame:

args: type second (e.g. 1 0; second arg is often 0 per server)

First argMeaning
1Daily
2Weekly
3Hall of fame

Example: {"cmd":"HALLOFFAME","args":"1 0"}

On success, data looks like: /svr gettopbytime {4|0}@[ { "RankID":1, "Username":"...", ... } ]

  • Prefix {4|0}: the number before | is your rank in this list (e.g. 4th). Alliance rows use AllianceName, etc.
  • Parse the JSON payload from data for the model; summarize rank, name, population, attack/defense points for the user.

Bag items (HEROINVENTORY / USEBAGITEM)

The TCP name HEROINVENTORY is misleading: it is not “hero inventory UI only”. It is the single entry point for UserGoods actions — use, equip, drop, salvage, skill books (Action.HeroInventory).

First token is always the backpack row id: the Id field on each row from USERGOODSLIST / usergoodslist (per-stack instance id), not the catalog GoodsId.

Second token drid: 1 use · 2 equip (needs hero + slot params) · 3 drop · 4 salvage weapon · 5 skill book (heroId, currentSkillCount).

Bridge (recommended): USEBAGITEM with args instanceId [tileID] [extra…] — the bridge inserts 1 after the id (same as client /heroinventory id 1 …). Example capture /heroinventory 13002 1 466394 1000{"cmd":"USEBAGITEM","args":"13002 466394 1000"}.

Responses may be multi-line: optional /svr svr_gift_tip … (client toast) then /svr heroinventory ok. Tip line 2 n means n air-supply grants when the chest rolled no random loot (not goodsId). Tip 4 id,count;… is items. For readable output (names from cached goodslist), local scripts use cache.humanize_command_output; raw lines: EARTH2037_RAW_SVR=1.

More Commands

  • Account: CURRENTUSER, USERINFOBYID, GETACCOUNT (gold pie+amount, syncuserinfo.json), MODIFYPWD, MODIFYEMAIL, MODIFYSIGNATURE
  • City / collect: CITYITEMS, CITYBUILDQUEUE, COLLECTTODAYTIMES, COLLECTRES (or collect_all trading posts), ADDBUILDQUEUE, GETBUILDCOST, CANCELBUILDQUEUE, MODIFYCITYNAME, SETCURCITY, CREATECITY, MOVECITY (no native UPGRADE_*; see Builds, Collect & account)
  • Military: ARMIES, GETCONSCRIPTIONQUEUE, COMBATQUEUE, GETCITYTROOPS, GETNPCCITY, MEDICALTROOPS, BUYSOLDIERS
  • Alliance: GETALLYMEMBERS, CREATEALLY, INVITEUSER, SEARCHALLY, DROPALLY
  • Messages/Reports: GETMESSAGE, GETREPORT, SENDMSG, GETWMSGS, GETALLYCHAT, SENDWMSG, SENDALLYMSG, DELETEMESSAGES, DELETEREPORTS
  • Map: TILEINFOS, MAP, MAP2, FAVPLACES, FAVPLACE, DELFAV
  • Heroes/Items: USERHERO, RECRUITHERO, HEROWEAPONS, USERGOODSLIST, HEROINVENTORY (prefer bridge USEBAGITEM; see Bag items), CDKEY, VIPGIFT
  • Tasks/Events: GETTASK, TASKGETREWARDS, EVERYDAYREWARD (daily lottery board), GETDAILYGIFT (claim by indices; see Daily gift lottery above), ACTIVITY
  • Leaderboards: GETTOPBYTIME, GETDEFENDRANK, GETATTACKRANK, GETUSERRANK, GETALLYRANK, HALLOFFAME (see above)

Response

  • Success: {"ok":true,"data":"/svr cmd ok {...}"}
  • Error: {"ok":false,"err":"/svr cmd err ..."}

Map Reference

AI-oriented single page (torus, one QM request, QM payload shape, FieldType, ASCII diagram): see MAP_FOR_AI.md in this skill folder. Prefer (x,y) for users over tileID as the primary label.

ASCII wireframe (no extra API call):

python3 skills/earth2037/maps_util.py --ascii -99 224 2
python3 skills/earth2037/maps_util.py --ascii-tile 142078 3

tileID / VillageID / CityID and Coords

tileID, VillageID, CityID are the same — unique map cell ID. Convert to (x,y) with maps_util.py:

  • Main map mapId=1: 802×802 (Count=802), X/Y ∈ [-400, 401], cyclic wrap
  • Small map mapId=2: 162×162, X/Y ∈ [-80, 81]

Conversion (main map Count=802):

  • GetX(id): val = (id % Count) - 401, main map Count=802, then V()
  • GetY(id): val = 402 - ceil((id - GetX(id)) / Count), then V()
  • GetID(x,y): (402 - V(y)) * Count + V(x) - 401
  • V(x): x>401→x-802; x<-400→x+802; else unchanged

Python script maps_util.py: get_x(id), get_y(id), get_xy(id), get_id(x,y), format_xy(id).

# tileID → (x,y)
python3 skills/earth2037/maps_util.py 12345

# (x,y) → tileID
python3 skills/earth2037/maps_util.py --id -99 224

# Small map: add --mini
python3 skills/earth2037/maps_util.py 1234 --mini

Prefer (x,y) for end users — e.g. CityName (-99,224). Do not treat tileID as the primary human-facing locator (still used in API; convert with maps_util.py). See MAP_FOR_AI.md for QM JSON and FieldType.

Other

  • QM: args = "mapId x,y,w,h;…". Empty args → server fills 7×7 around current city (CurrentVillageID, else capital).
  • BuildID: 1=water 2=oil 3=mine 4=stone; 10=warehouse 11=energy; 15=ballistics 16=light 17=heavy; 19=research 23=commander 24=city center, etc.

Workflow

  1. No token: Call /auth/register or /auth/token to obtain.
  2. Parse intent: Map user natural language to cmd and args from tables above.
  3. Execute: POST {apiBase}/game/command with Bearer token.
  4. Present: Parse /svr response in data, summarize for user.

Examples

User: "Show my cities" → {"cmd":"CITYLIST","args":""}

User: "Upgrade a building" → GETBUILDCOST then ADDBUILDQUEUE, or build_ops.py compose …

User: "Query map around current city" → {"cmd":"QM","args":""}

User: "What's on this oasis tile?" → {"cmd":"GETNPCCITY","args":"274699"}

适合场景

01

OpenClaw 用户查找和安装 Skill 时

02

用户想查找某类 Agent Skill 时

03

需要根据任务场景推荐可安装能力包时

04

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

OpenClaw

85.78%
按下载量换算1,837

安全审计

VirusTotal

通过

ClawScan

通过

Static analysis

通过

权限和风险

敏感数据

该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

继续浏览同类 Skills