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structs-combat结构战斗

Agent Skill

structs-combat 用于补充效率相关能力,适合在 OpenClaw 中需要让 Agent 承接效率相关任务时使用。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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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

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请帮我安装这个 Agent Skill:structs-combat(结构战斗)
来源仓库:https://github.com/abstrct/structs-combat
安装命令:
openclaw skills install structs-combat
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。

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openclaw skills install structs-combat

简介

structs-combat 在结构内执行攻击、突袭与防御设置,支持隐身定位战术操作。

  • 适合对抗敌方建筑、袭击行星获取资源的战斗场景。
  • 涵盖多种攻击模式与阵型配置选项。structs-combat 属于效率类 Skill,可作为该场景下的辅助能力补充。
  • 需指定目标 ID 与行动参数才能触发相应效果。
  • 使用前请确认己方权限与冷却时间限制。

SKILL.md

name
structs-combat
description
Executes combat operations in Structs. Covers attacks, raids, defense setup, and stealth positioning. Use when attacking enemy structs, raiding a planet for ore, setting up defenders, activating stealth, moving fleet for raids, or preparing for incoming attacks. Raids require fleet movement and background PoW compute.

Structs Combat

Important: Entity IDs containing dashes (like 5-10, 9-3) are misinterpreted as flags by the CLI parser. All transaction commands in this skill use -- before positional arguments to prevent this.

Procedure

  1. Scoutstructsd query structs planet [id], structsd query structs struct [id] for targets, shield, defenses.
  2. Optional stealthstructsd tx structs struct-stealth-activate --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [struct-id] before attack.
  3. Attack structsstructsd tx structs struct-attack --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [operating-struct-id] [target-struct-id,target-id2,...] [weapon-system]. Can target multiple structs.
  4. Raid flow — Move fleet to target: structsd tx structs fleet-move --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [fleet-id] [destination-location-id]. Then structsd tx structs planet-raid-compute -D 3 --from [key-name] --gas auto --gas-adjustment 1.5 -y -- [fleet-id]. Compute auto-submits the complete transaction. Move fleet home. Refine stolen ore immediately.
  5. Defense setupstructsd tx structs struct-defense-set --from [key] --gas auto -y -- [defender-struct-id] [protected-struct-id] to assign; structsd tx structs struct-defense-clear --from [key] --gas auto -y -- [defender-struct-id] to remove.

Commands Reference

ActionCLI Command
Attackstructsd tx structs struct-attack -- [operating-struct-id] [target-ids] [weapon-system]
Raid compute (PoW + auto-complete)structsd tx structs planet-raid-compute -D 3 -- [fleet-id]
Raid complete (manual, rarely needed)structsd tx structs planet-raid-complete -- [fleet-id]
Fleet movestructsd tx structs fleet-move -- [fleet-id] [destination-location-id]
Set defensestructsd tx structs struct-defense-set -- [defender-id] [protected-id]
Clear defensestructsd tx structs struct-defense-clear -- [defender-id]
Stealth onstructsd tx structs struct-stealth-activate -- [struct-id]
Stealth offstructsd tx structs struct-stealth-deactivate -- [struct-id]
Move Command Ship (ambit)structsd tx structs struct-move -- [struct-id] [new-ambit] [new-slot] [new-location]

Raid flow: fleet-move → planet-raid-compute (auto-submits complete) → fleet-move home → refine stolen ore. Common tx flags: --from [key-name] --gas auto --gas-adjustment 1.5 -y.

Raid Timing

Fleet movement (fleet-move) is instant — no transit time. The only time cost in a raid cycle is the PoW compute.

planet-raid-compute uses -D flag (range 1-64) to wait until difficulty drops before hashing. Raid PoW difficulty depends on the target planet's properties. Launch raid compute in a background terminal — it may take minutes to hours depending on difficulty. Use -D 3 for zero wasted CPU. Compute auto-submits the complete transaction.

Important: Your fleet is locked "away" during the raid compute. You cannot build on your planet while your fleet is away. Plan accordingly — complete all planet builds before moving fleet for a raid.

Ambit Targeting

Each weapon can only hit specific ambits. Before attacking, verify your struct's weapon can reach the target's ambit.

StructLives InPrimary TargetsSecondary Targets
Command ShipAny (movable)Current ambit only
BattleshipSpaceSpace, Land, Water
StarfighterSpaceSpaceSpace
FrigateSpaceSpace, Air
Pursuit FighterAirAir
Stealth BomberAirLand, Water
High Altitude InterceptorAirSpace, Air
Mobile ArtilleryLandLand, Water
TankLandLand
SAM LauncherLandSpace, Air
CruiserWaterLand, WaterAir
DestroyerWaterAir, Water
SubmersibleWaterSpace, Water

Command Ship positioning: The Command Ship is the only struct that can change ambits via struct-move. It can only attack structs in its current ambit (ambit flag 32 = "Local"). Move it to the target's ambit before attacking. Move it away from enemy weapon ranges as a defensive tactic.

Weapon Control vs Defense Type

The interaction between weapon control (guided/unguided) and target defense determines evasion. This is the core of combat tactics:

Target Defensevs Guidedvs Unguided
Signal Jamming (Battleship, Pursuit Fighter, Cruiser)66% missFull hit
Defensive Maneuver (High Alt Interceptor)Full hit66% miss
Armour (Tank)Full hit, -1 dmgFull hit, -1 dmg
Stealth Mode (Stealth Bomber, Submersible)Same-ambit onlySame-ambit only
Indirect Combat (Mobile Artillery)Full hitFull hit
NoneFull hitFull hit

Tactics: Use unguided weapons vs Signal Jamming, guided vs Defensive Maneuver. Armour always reduces by 1.

Stealth rules:

  • Stealthed structs can still be attacked from the same ambit -- stealth only blocks cross-ambit targeting
  • Attacking instantly deactivates stealth (firing reveals position)
  • Re-activation costs 1 charge (struct-stealth-activate)

Strategic Positioning

Offensive: Move your Command Ship to the ambit where you want to deal damage. Use cross-ambit attackers (Battleship, Stealth Bomber, SAM Launcher, Submersible) for coverage without repositioning.

Defensive: If the enemy fleet can only target specific ambits, move your Command Ship to an ambit they cannot reach. Diversify defenders across ambits so you can block attacks from any direction.

High-value cross-ambit units: Battleship (Space→Space/Land/Water), SAM Launcher (Land→Space/Air), Stealth Bomber (Air→Land/Water), Submersible (Water→Space/Water), Cruiser (Water→Land/Water + Air secondary). These structs threaten multiple ambits and are the foundation of flexible fleet composition.

Verification

  • Query planet shield, struct health
  • Query fleet location (onStation vs away)
  • Stolen ore: refine immediately; verify with struct/player queries
  • Attack results include health values (remaining health after attack) -- use to assess damage dealt
  • Raid seized_ore is tracked on planet_raid record -- query to see total ore stolen

Combat Notes

  • Minimum damage after reduction is 1 -- attacks always deal at least 1 damage
  • Offline/destroyed structs cannot counter-attack
  • Each struct can counter-attack at most once per struct-attack invocation -- not per target, not per shot
  • Defender counter-attack fires before block, and fires even on evaded shots
  • Target counter-attack fires after all shots resolve -- destroyed targets cannot counter
  • Block does NOT fire on evaded shots -- only counter-attacks happen on evasion
  • Evasion is per-target (entire volley evaded), while shot accuracy is per-projectile
  • Each projectile gets its own EventAttackShotDetail -- targetPlayerId is on EventAttackShotDetail (not EventAttackDetail)
  • PDC does not counter-attack -- it only auto-fires after all targets are resolved
  • Multiple players' PDCs on the same planet stack correctly
  • Target struct existence is validated before attack proceeds
  • Hashing for raid-compute is open by default -- any valid proof accepted
  • Successful raids seize ALL of the target's storedOre -- one raid takes everything
  • Destroyed structs are gone forever but can be replaced by building a new struct of the same type (full PoW required)
  • Protect your Command Ship -- losing it disables your entire fleet until a replacement is built

Combat Readiness Checklist

Before engaging in combat, verify all conditions:

  • [ ] Command Ship onlinestructsd query structs struct [cmd-ship-id], status = Online
  • [ ] Fleet on station (for defense) or fleet away (for raids) — structsd query structs fleet [fleet-id]
  • [ ] Sufficient charge — Weapons cost 1-20 charge. At ~6 sec/block, 20 charge = 2 minutes
  • [ ] Power capacity headroom — Total load must stay below capacity during combat
  • [ ] Defense structs assigned — PDC, Orbital Shield, defenders set via struct-defense-set
  • [ ] Available struct slot — If building combat structs, check planet slots (0-3 per ambit)
  • [ ] Ore refined or secured — Unrefined ore is stealable. Refine before engaging in raids that may invite retaliation

Defense Formations

Assign defenders to protect high-value structs. Defenders absorb incoming attacks before the protected struct takes damage.

Minimum viable defense: Assign at least one combat struct per ambit to defend your Command Ship. Command Ship has 6 HP; most fleet structs have 3 HP. Without defenders, a Command Ship can be destroyed in just a few attacks.

Example formation (4 Starfighters defending Command Ship):

structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-1-id] [command-ship-id]
structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-2-id] [command-ship-id]
structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-3-id] [command-ship-id]
structsd tx structs struct-defense-set --from [key] --gas auto -y -- [starfighter-4-id] [command-ship-id]

Rules:

  • Defenders must be in the same ambit as the target being defended to block (not the attacker's ambit)
  • A struct cannot block for a friendly in a different ambit
  • Defenders counter-attack once per struct-attack invocation (before block, even on evaded shots) -- for multi-shot weapons (Attack Run with 3 projectiles), the defender counters on the first shot only but can attempt to block all 3 shots
  • Counter-attacks are ambit-independent from the defended target (a space defender can counter a space attacker while defending a land struct)
  • Attacking Signal Jamming targets (Battleship, Pursuit Fighter, Cruiser) with guided weapons is riskier -- you miss AND get countered
  • Each defender assignment costs 1 charge -- stagger 6s apart (same account)
  • Build defense BEFORE economy or offense -- always
  • Defense protects structs from destruction but does NOT prevent ore seizure -- the only defense for ore is immediate refining

Error Handling

  • "insufficient charge" — Weapon needs charge; check struct state.
  • "target invalid" — Target may be destroyed, stealthed, or out of range.
  • "unreachable" / "out_of_range" — Your weapon cannot target that ambit. Check the targeting matrix above and reposition your Command Ship or use a different struct.
  • "fleet not away" — Raids require fleet away; move fleet first.
  • "proof invalid" — Re-run raid-compute with correct difficulty.
  • Stolen ore — Refine immediately; ore is stealable until refined.

See Also

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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。

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