feat(v0.3.1): real survival patterns — biome-aware scout, wedge-relocate, escape-pit-safe
Operator reported the bot wandered the same 50×50 patch for 2 hours
without making any progress toward food. Diagnosis showed three root
causes; this commit addresses all five open improvement_requests
the LLM (postmortem + tuner) flagged automatically.
Research basis (`Voyager`, `Plan4MC`, `GITM`, `Mindcraft`):
- Coverage / commit-to-cardinal exploration when local scan fails
- Biome-aware strategy switching using a static affordance table
- Wedge detector above the skill layer that triggers RELOCATE not
RETRY (per-skill stuck checks reset on re-entry — useless)
- Time-in-region bbox heuristic + need-duration AND skill-cycle gate
Concrete changes:
1. `runtime/goal/storyline.js`
- orient_self.completed: added timeout fallback (HP=full + session
>120s → done) so barren biomes don't block the bot on step 1.
Closes improvement #2 'Нет навыка оценки когда сменить район'.
- first_food.suggestSkill: now picks survive.scout-food (new) when
no passive mob is nearby; falls back to survive.acquire-food only
when something is in immediate range.
2. `runtime/biome-affordances.js` (new)
- Static table: 40+ biomes → {has_passive_mobs, has_trees,
has_water, has_crops, livable}.
- Unknown biomes return optimistic defaults to avoid regressions.
- Closes improvement #1 'Нет навыка целевого поиска еды по биому'.
3. `runtime/skills/scout-food.js` (new — survive.scout-food)
- Tiered strategy: biome check → scan 32 → scan 64 → commit a
cardinal for 200 blocks rescanning every 16. On cardinal
exhaustion, returns code:"exhausted" so the curriculum can
escalate to village.relocate.
- In barren biomes (desert/ocean/snowy_plains) the scan is
SKIPPED — bot walks straight toward the nearest neighbour
biome that affords passive mobs (8-direction biome probe at
radius 64).
4. `runtime/awareness/wedge-detector.js` (new)
- Rolling 10-min position bbox tracker. observe() called every
tick; isWedged() returns true when bbox<50 AND active need
unmet >5min AND skill cycles ≥3.
- markRelocationStarted() suppresses further wedge firings
until the bot has displaced ≥200b — prevents stack overflow
of relocate calls.
- Lives ABOVE the skill layer (in runtime/reflex.js), because
any per-skill stuck check resets on re-entry.
5. `runtime/skills/relocate.js` (new — village.relocate)
- 300-block walk in least-recently-used cardinal (per-incident
memory in ctx.recentRelocations).
- Re-paths every 32 blocks, soft-tolerates pathfinder failures
(3 consecutive throws → exit with code:"stuck_in_place").
- Closes improvement #2 + #4 ('low success rate trigger').
6. `runtime/skills/escape-pit-safe.js` (new — recovery.escape-pit-safe)
- Surveys 4 cardinals AND ceiling height before committing.
Picks the direction with most open blocks (≥3, no lava).
Falls through to pillar-up only if ceiling clear ≥4b. Returns
code:"no_strategy" if both blocked so curriculum can escalate
to relocate.
- Closes improvement #3 'Нет навыка для безопасного выхода'.
7. `runtime/reflex.js`
- Wedge detector wired before manifesto/storyline. If wedge.wedged
is true, dispatches village.relocate directly and returns —
bypasses every other branch.
- ctx.disableWedge flag for tests.
8. `runtime/coach/advisor-trigger.js`
- LLM provider outage backoff: 3 consecutive http_400 / timeout /
network_error → suppress advisor for 10 min. Today's TimeWeb
gpt-5.4-mini was 400'ing for an hour straight; we were spending
trigger budget on dead calls. Closes improvement implicit gap
in #5.
9. `runtime/bot.js`
- Tracks botSpawnedAt; snapshot._sessionMs exposed for storyline
orient_self timeout fallback.
Tests: 396 green (was 378, +18):
- runtime/biome-affordances.test.js — 8 tests
- runtime/awareness/wedge-detector.test.js — 9 tests
- runtime/goal/storyline.test.js — 1 new test (orient_self timeout)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,135 @@
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// Wedge detector — rolling-10min position bounding box.
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//
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// Sits above the skill layer (per the v0.3.1 design research). The
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// reflex calls observe() with the latest position once per tick; on
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// every call we evict older entries and recompute the bbox over the
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// trailing window. If the bbox stays small for long enough AND a need
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// has been unmet for long enough AND the same skill cycled enough
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// times, isWedged() returns true and the reflex injects a `relocate`
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// task that supersedes the current need until the bot has displaced
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// ≥200 blocks from the wedge centre.
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//
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// This is intentionally NOT inside any single skill — every skill
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// resets its own counters when re-entered, so per-skill stuck checks
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// can't break a multi-skill cycle.
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const WINDOW_MS = 10 * 60 * 1000; // 10 minutes
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const MIN_BBOX_FOR_WEDGE = 50; // <50 blocks max-dim → wedge
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const MIN_UNMET_NEED_MS = 5 * 60 * 1000; // need unsatisfied for 5+ min
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const MIN_SKILL_CYCLES = 3; // same need's skill restarted ≥3x
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let _samples = []; // { t, x, z }
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let _activeRelocation = null; // { startedAt, fromCenter:{x,z}, headingName }
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let _needStartedAt = new Map(); // needId → t when first detected
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let _lastNeedId = null;
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export function _resetForTest() {
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_samples = [];
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_activeRelocation = null;
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_needStartedAt = new Map();
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_lastNeedId = null;
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}
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/**
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* observe({ x, z, now, activeNeedId, recentSkillIds })
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*
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* Lightweight: called every reflex tick (~1-2s). Updates sliding
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* window and need-duration accounting.
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*/
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export function observe({ x, z, now = Date.now(), activeNeedId = null, recentSkillIds = [] } = {}) {
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if (typeof x !== "number" || typeof z !== "number") return;
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_samples.push({ t: now, x, z });
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// evict
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const cutoff = now - WINDOW_MS;
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while (_samples.length && _samples[0].t < cutoff) _samples.shift();
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// Track need duration
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if (activeNeedId !== _lastNeedId) {
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_lastNeedId = activeNeedId;
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if (activeNeedId && !_needStartedAt.has(activeNeedId)) {
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_needStartedAt.set(activeNeedId, now);
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}
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}
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if (activeNeedId && !_needStartedAt.has(activeNeedId)) {
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_needStartedAt.set(activeNeedId, now);
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}
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// If a relocation is in progress, check whether we've travelled
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// far enough to clear it.
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if (_activeRelocation && typeof _activeRelocation.fromCenter?.x === "number") {
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const dx = x - _activeRelocation.fromCenter.x;
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const dz = z - _activeRelocation.fromCenter.z;
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if (Math.hypot(dx, dz) >= 200) {
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_activeRelocation = null;
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// Reset all need-duration timers so the post-relocation env
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// gets a fair shot at being labelled satisfied / unsatisfied.
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_needStartedAt = new Map();
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}
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}
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}
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/**
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* isWedged({ activeNeedId, recentSkillIds, now })
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* → { wedged: true, bboxDim, needAgeMs, skillCycles, centerX, centerZ } | { wedged: false }
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*/
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export function isWedged({ activeNeedId, recentSkillIds = [], now = Date.now() } = {}) {
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if (_activeRelocation) return { wedged: false, reason: "relocating" };
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if (_samples.length < 8) return { wedged: false, reason: "insufficient_samples" };
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let xs = Infinity, xb = -Infinity, zs = Infinity, zb = -Infinity, cx = 0, cz = 0;
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for (const s of _samples) {
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if (s.x < xs) xs = s.x;
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if (s.x > xb) xb = s.x;
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if (s.z < zs) zs = s.z;
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if (s.z > zb) zb = s.z;
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cx += s.x; cz += s.z;
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}
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cx /= _samples.length; cz /= _samples.length;
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const bboxDim = Math.max(xb - xs, zb - zs);
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if (bboxDim >= MIN_BBOX_FOR_WEDGE) return { wedged: false, reason: "bbox_ok", bboxDim };
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const needAgeMs = (activeNeedId && _needStartedAt.has(activeNeedId))
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? now - _needStartedAt.get(activeNeedId)
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: 0;
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if (needAgeMs < MIN_UNMET_NEED_MS) return { wedged: false, reason: "need_recent", needAgeMs, bboxDim };
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// Skill cycle count: how many distinct dispatches of the same skill
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// appear in the recent rolling window.
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const skillCycles = countCycles(recentSkillIds);
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if (skillCycles < MIN_SKILL_CYCLES) return { wedged: false, reason: "few_cycles", skillCycles, bboxDim };
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return { wedged: true, bboxDim, needAgeMs, skillCycles, centerX: cx, centerZ: cz };
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}
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/**
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* markRelocationStarted({ x, z, heading })
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* The reflex calls this when it dispatches village.relocate. While
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* a relocation is in flight, isWedged() returns false (relocating)
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* so we don't fire a SECOND relocation on top.
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*/
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export function markRelocationStarted({ x, z, heading } = {}) {
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_activeRelocation = {
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startedAt: Date.now(),
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fromCenter: { x, z },
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headingName: heading?.name ?? "?",
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};
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}
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export function activeRelocation() { return _activeRelocation; }
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function countCycles(ids) {
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if (!Array.isArray(ids) || ids.length === 0) return 0;
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// A "cycle" = a transition like A → B → A. Count those.
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let cycles = 0;
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for (let i = 2; i < ids.length; i++) {
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if (ids[i] === ids[i - 2] && ids[i] !== ids[i - 1]) cycles++;
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if (ids[i] === ids[i - 1] && ids[i - 1] === ids[i - 2]) cycles++;
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}
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return cycles;
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}
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// Test exports
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export const __testing = {
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WINDOW_MS, MIN_BBOX_FOR_WEDGE, MIN_UNMET_NEED_MS, MIN_SKILL_CYCLES,
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countCycles,
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};
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@@ -0,0 +1,104 @@
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import { test } from "node:test";
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import assert from "node:assert/strict";
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import {
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observe,
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isWedged,
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markRelocationStarted,
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activeRelocation,
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_resetForTest,
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__testing,
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} from "./wedge-detector.js";
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const { WINDOW_MS, MIN_BBOX_FOR_WEDGE, MIN_UNMET_NEED_MS, MIN_SKILL_CYCLES, countCycles } = __testing;
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test("countCycles: empty / short → 0", () => {
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assert.equal(countCycles([]), 0);
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assert.equal(countCycles(["a"]), 0);
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assert.equal(countCycles(["a", "b"]), 0);
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});
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test("countCycles: A→B→A counts as cycle", () => {
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assert.equal(countCycles(["a", "b", "a"]), 1);
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assert.equal(countCycles(["a", "b", "a", "b", "a"]), 3);
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});
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test("countCycles: same skill 3+ times in a row also counts", () => {
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assert.equal(countCycles(["a", "a", "a"]), 1);
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assert.equal(countCycles(["a", "a", "a", "a"]), 2);
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});
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test("isWedged: insufficient samples → not wedged", () => {
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_resetForTest();
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const r = isWedged({ activeNeedId: "food" });
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assert.equal(r.wedged, false);
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assert.equal(r.reason, "insufficient_samples");
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});
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test("isWedged: large bbox → not wedged", () => {
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_resetForTest();
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const t0 = 1_000_000_000_000;
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// scatter across 200 blocks
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for (let i = 0; i < 12; i++) {
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observe({ x: i * 30, z: i * 25, now: t0 + i * 1000, activeNeedId: "food", recentSkillIds: [] });
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}
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const r = isWedged({ activeNeedId: "food", recentSkillIds: ["a", "b", "a", "b"], now: t0 + 13_000 });
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assert.equal(r.wedged, false);
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assert.equal(r.reason, "bbox_ok");
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});
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test("isWedged: tight bbox + old need + cycles → WEDGED", () => {
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_resetForTest();
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const t0 = 1_000_000_000_000;
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// 12 samples within a 30-block bbox, spread across ~9 min so they
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// stay inside the 10-min sliding window.
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for (let i = 0; i < 12; i++) {
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observe({
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x: 500 + (i % 4) * 8,
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z: 500 + Math.floor(i / 4) * 8,
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now: t0 + i * 45_000,
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activeNeedId: "food",
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recentSkillIds: ["acquire-food", "explore.far", "acquire-food", "explore.far", "acquire-food"],
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});
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}
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const r = isWedged({
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activeNeedId: "food",
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recentSkillIds: ["acquire-food", "explore.far", "acquire-food", "explore.far", "acquire-food", "explore.far"],
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now: t0 + 12 * 45_000,
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});
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assert.equal(r.wedged, true, `expected wedged, got ${JSON.stringify(r)}`);
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assert.ok(r.bboxDim < MIN_BBOX_FOR_WEDGE);
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assert.ok(r.needAgeMs >= MIN_UNMET_NEED_MS);
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assert.ok(r.skillCycles >= MIN_SKILL_CYCLES);
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});
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test("isWedged: recent need (under threshold) → not wedged", () => {
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_resetForTest();
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const t0 = 1_000_000_000_000;
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for (let i = 0; i < 12; i++) {
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observe({ x: 500, z: 500, now: t0 + i * 10_000, activeNeedId: "food" });
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}
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const r = isWedged({ activeNeedId: "food", recentSkillIds: ["a", "b", "a", "b"], now: t0 + 60_000 });
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assert.equal(r.wedged, false);
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});
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test("markRelocationStarted blocks subsequent wedge for 200b", () => {
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_resetForTest();
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const t0 = 1_000_000_000_000;
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markRelocationStarted({ x: 500, z: 500, heading: { name: "N" } });
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assert.ok(activeRelocation());
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// Stay tight bbox after relocation start
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for (let i = 0; i < 12; i++) {
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observe({ x: 510, z: 510, now: t0 + i * 60_000, activeNeedId: "food" });
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}
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const r = isWedged({ activeNeedId: "food", recentSkillIds: ["a", "b", "a", "b"] });
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assert.equal(r.wedged, false);
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assert.equal(r.reason, "relocating");
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});
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test("relocation clears after travelling ≥200 blocks", () => {
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_resetForTest();
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markRelocationStarted({ x: 0, z: 0, heading: { name: "N" } });
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observe({ x: 250, z: 0, activeNeedId: "food" });
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assert.equal(activeRelocation(), null, "relocation cleared after 250b displacement");
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});
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@@ -0,0 +1,150 @@
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// Static knowledge: what each Minecraft biome reliably affords the bot.
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//
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// Why: pre-v0.3.1 the bot's "find food" skill scanned a 32-block radius
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// for passive mobs and gave up. In a desert/ocean/snowy biome there's
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// nothing to scan — the bot looped local searches for hours. This
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// table lets skills check the *current* biome and pick a strategy
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// before reaching for `pathfinder` blindly.
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//
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// Coverage is informed by vanilla mob spawn rules
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// (https://minecraft.fandom.com/wiki/Spawn) — not exhaustive but
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// covers the biomes the bot is realistically going to land in on
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// 1.21.4 overworld spawn.
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//
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// Each entry is conservative: a `true` is "the bot has a real shot at
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// finding this here", a `false` is "almost never bother scanning".
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/**
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* Affordance shape:
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* has_passive_mobs — cows / pigs / chickens / sheep spawn here
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* has_trees — oak/birch/spruce/jungle logs grow naturally
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* has_water — open surface water that can be fished
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* has_crops — natural berries / pumpkins / melons / sweet_berry_bush
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* livable — bot can stand on the surface (not in lava, not
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* perpetually underwater)
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*/
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const DEFAULT = Object.freeze({
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has_passive_mobs: true,
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has_trees: false,
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has_water: false,
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has_crops: false,
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livable: true,
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});
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const BIOMES = Object.freeze({
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// Forest family — trees + cows/pigs/chickens
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forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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birch_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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dark_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
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old_growth_birch_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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old_growth_pine_taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
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old_growth_spruce_taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
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taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
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snowy_taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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flower_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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pale_garden: { has_passive_mobs: false, has_trees: true, has_water: false, has_crops: false, livable: true },
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// Plains family — open spawn, lots of mobs, scattered trees
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plains: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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sunflower_plains: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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meadow: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
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cherry_grove: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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// Savanna / jungle — passive mobs + trees
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savanna: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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savanna_plateau: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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windswept_savanna: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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jungle: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
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sparse_jungle: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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bamboo_jungle: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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// Swamp / mangrove — has water + berries
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swamp: { has_passive_mobs: true, has_trees: true, has_water: true, has_crops: false, livable: true },
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mangrove_swamp: { has_passive_mobs: false, has_trees: true, has_water: true, has_crops: false, livable: true },
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// Desert / badlands — NO passive mobs, no trees, no surface water.
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// Action plan when the bot is here: walk a cardinal until biome
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// boundary is detected (sample bot.world.getBiome at radius 64).
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desert: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
badlands: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
eroded_badlands: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
wooded_badlands: { has_passive_mobs: false, has_trees: true, has_water: false, has_crops: false, livable: true },
|
||||
|
||||
// Snowy biomes — no passive mobs (rabbits sometimes), strangled trees
|
||||
snowy_plains: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
ice_spikes: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
frozen_river: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
|
||||
frozen_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
|
||||
deep_frozen_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
|
||||
|
||||
// Mountains — sparse trees, goats
|
||||
stony_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
jagged_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
frozen_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
snowy_slopes: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
grove: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
|
||||
windswept_hills: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
|
||||
windswept_gravelly_hills: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
windswept_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
|
||||
|
||||
// Beaches / ocean — passive mobs scarce, water everywhere
|
||||
beach: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
|
||||
stony_shore: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
|
||||
snowy_beach: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
|
||||
ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
|
||||
cold_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
|
||||
deep_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
|
||||
deep_cold_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
|
||||
lukewarm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
|
||||
deep_lukewarm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
|
||||
warm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
|
||||
river: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
|
||||
|
||||
// Mushroom — mooshrooms only, no other passive mobs but they ARE food
|
||||
mushroom_fields: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
|
||||
|
||||
// Caves / unsupported dimensions — bot should leave
|
||||
dripstone_caves: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: false },
|
||||
lush_caves: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: true, livable: false },
|
||||
deep_dark: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: false },
|
||||
});
|
||||
|
||||
/**
|
||||
* affordancesFor(biomeName) → affordance object
|
||||
*
|
||||
* Unknown / null / undefined names return the optimistic DEFAULT so
|
||||
* skills don't get crippled when a new 1.x biome shows up; they just
|
||||
* fall back to the existing local-scan behaviour.
|
||||
*/
|
||||
export function affordancesFor(biomeName) {
|
||||
if (!biomeName || typeof biomeName !== "string") return DEFAULT;
|
||||
return BIOMES[biomeName] ?? DEFAULT;
|
||||
}
|
||||
|
||||
export function hasPassiveMobs(biomeName) {
|
||||
return affordancesFor(biomeName).has_passive_mobs;
|
||||
}
|
||||
export function hasTrees(biomeName) {
|
||||
return affordancesFor(biomeName).has_trees;
|
||||
}
|
||||
export function hasWater(biomeName) {
|
||||
return affordancesFor(biomeName).has_water;
|
||||
}
|
||||
export function isLivable(biomeName) {
|
||||
return affordancesFor(biomeName).livable;
|
||||
}
|
||||
|
||||
// True if this biome is barren enough that the bot's priority should
|
||||
// be "leave biome" rather than "search local".
|
||||
export function isBarren(biomeName) {
|
||||
const a = affordancesFor(biomeName);
|
||||
return !a.has_passive_mobs && !a.has_trees && !a.has_crops;
|
||||
}
|
||||
|
||||
// True if the biome can't be stood on (deep ocean, caves at y=Y).
|
||||
export function isUnlivable(biomeName) {
|
||||
return !affordancesFor(biomeName).livable;
|
||||
}
|
||||
|
||||
// Test exports
|
||||
export const __testing = { BIOMES, DEFAULT };
|
||||
@@ -0,0 +1,66 @@
|
||||
import { test } from "node:test";
|
||||
import assert from "node:assert/strict";
|
||||
|
||||
import {
|
||||
affordancesFor,
|
||||
hasPassiveMobs,
|
||||
hasTrees,
|
||||
hasWater,
|
||||
isLivable,
|
||||
isBarren,
|
||||
isUnlivable,
|
||||
__testing,
|
||||
} from "./biome-affordances.js";
|
||||
|
||||
test("plains: full affordances (mobs + scattered trees)", () => {
|
||||
const a = affordancesFor("plains");
|
||||
assert.equal(a.has_passive_mobs, true);
|
||||
assert.equal(a.has_trees, true);
|
||||
assert.equal(a.livable, true);
|
||||
});
|
||||
|
||||
test("desert: barren (no mobs, no trees, no water)", () => {
|
||||
assert.equal(hasPassiveMobs("desert"), false);
|
||||
assert.equal(hasTrees("desert"), false);
|
||||
assert.equal(hasWater("desert"), false);
|
||||
assert.equal(isBarren("desert"), true);
|
||||
assert.equal(isLivable("desert"), true, "desert is walkable, just empty");
|
||||
});
|
||||
|
||||
test("ocean / deep_ocean: unlivable + has water", () => {
|
||||
assert.equal(isUnlivable("ocean"), true);
|
||||
assert.equal(isUnlivable("deep_ocean"), true);
|
||||
assert.equal(hasWater("ocean"), true);
|
||||
assert.equal(hasPassiveMobs("ocean"), false);
|
||||
});
|
||||
|
||||
test("mushroom_fields: passive mobs (mooshroom) even though no other animals", () => {
|
||||
assert.equal(hasPassiveMobs("mushroom_fields"), true);
|
||||
assert.equal(isBarren("mushroom_fields"), false);
|
||||
});
|
||||
|
||||
test("forest variants: trees + mobs", () => {
|
||||
for (const b of ["forest", "birch_forest", "dark_forest", "taiga", "snowy_taiga", "jungle", "swamp"]) {
|
||||
assert.equal(hasTrees(b), true, `${b} should have trees`);
|
||||
assert.equal(hasPassiveMobs(b), true, `${b} should have passive mobs`);
|
||||
}
|
||||
});
|
||||
|
||||
test("badlands variants: no mobs, no trees (except wooded_badlands)", () => {
|
||||
assert.equal(hasPassiveMobs("badlands"), false);
|
||||
assert.equal(hasTrees("badlands"), false);
|
||||
assert.equal(hasTrees("wooded_badlands"), true, "wooded variant has trees");
|
||||
assert.equal(isBarren("badlands"), true);
|
||||
});
|
||||
|
||||
test("unknown biome: optimistic defaults (don't cripple skills)", () => {
|
||||
const a = affordancesFor("not_a_real_biome_2026");
|
||||
assert.equal(a.has_passive_mobs, true);
|
||||
assert.equal(a.livable, true);
|
||||
});
|
||||
|
||||
test("null / undefined: optimistic defaults", () => {
|
||||
assert.deepEqual(affordancesFor(null), __testing.DEFAULT);
|
||||
assert.deepEqual(affordancesFor(undefined), __testing.DEFAULT);
|
||||
assert.deepEqual(affordancesFor(42), __testing.DEFAULT);
|
||||
});
|
||||
@@ -80,6 +80,7 @@ const ESCALATE_AFTER_NOOPS = 20;
|
||||
const ESCALATION_COOLDOWN_MS = 10 * 60 * 1000;
|
||||
|
||||
let bot = null;
|
||||
let botSpawnedAt = 0;
|
||||
let pathWatchdog = null;
|
||||
let awarenessState = null;
|
||||
let reflexPaused = false;
|
||||
@@ -677,6 +678,7 @@ function connect() {
|
||||
reflexCtx.bot = bot;
|
||||
|
||||
bot.once("spawn", () => {
|
||||
botSpawnedAt = Date.now();
|
||||
info("mc", `spawned at ${JSON.stringify(bot.entity.position)}`);
|
||||
appendDiary(`spawned at ${bot.entity.position.x.toFixed(0)},${bot.entity.position.y.toFixed(0)},${bot.entity.position.z.toFixed(0)}`);
|
||||
ipc?.broadcast(EVENT_TYPES.STATUS, buildSnapshot(bot));
|
||||
@@ -845,6 +847,9 @@ function tick() {
|
||||
}
|
||||
const curriculumEarly = nextCurriculumMilestone(lastSnapshot);
|
||||
lastSnapshot.curriculum = curriculumEarly;
|
||||
// Time since spawn — used by storyline orient_self to fall through
|
||||
// when bot is in a barren biome that never produces "saw blocks".
|
||||
lastSnapshot._sessionMs = botSpawnedAt ? Date.now() - botSpawnedAt : 0;
|
||||
// Storyline current step — surfaced in snapshot so chatter and
|
||||
// other observers can react to step transitions without
|
||||
// re-importing the picker.
|
||||
|
||||
@@ -34,13 +34,27 @@ const PREEMPT_WINDOW_MS = 30_000;
|
||||
const EMERGENCY_HP = 6;
|
||||
const EMERGENCY_HOSTILE_DIST = 8;
|
||||
const EMERGENCY_COOLDOWN_MS = 20_000;
|
||||
// LLM outage backoff — if 3 consecutive advise() calls return
|
||||
// http_400 / network_error, suppress further calls for 10 minutes.
|
||||
const PROVIDER_OUTAGE_FAILS = 3;
|
||||
const PROVIDER_OUTAGE_BACKOFF_MS = 10 * 60 * 1000;
|
||||
|
||||
let _lastTriggerAt = 0;
|
||||
let _inFlight = false;
|
||||
let _consecutiveFails = 0;
|
||||
let _providerOutageUntil = 0;
|
||||
|
||||
export function _resetForTest() {
|
||||
_lastTriggerAt = 0;
|
||||
_inFlight = false;
|
||||
_consecutiveFails = 0;
|
||||
_providerOutageUntil = 0;
|
||||
}
|
||||
|
||||
function isProviderError(code) {
|
||||
return code === "network_error"
|
||||
|| code === "timeout"
|
||||
|| (typeof code === "string" && code.startsWith("http_"));
|
||||
}
|
||||
|
||||
export function getTriggerState() {
|
||||
@@ -63,6 +77,9 @@ export function tickAdvisor(ctx, { plannedSkillId } = {}) {
|
||||
if (_inFlight) return { fired: false, reason: "in_flight" };
|
||||
|
||||
const now = Date.now();
|
||||
if (_providerOutageUntil > now) {
|
||||
return { fired: false, reason: "provider_outage", retryAt: _providerOutageUntil };
|
||||
}
|
||||
|
||||
// Drop a recommendation that's already aged out.
|
||||
if (ctx.advisorRecommendation && now - ctx.advisorRecommendation.at > RECOMMENDATION_TTL_MS) {
|
||||
@@ -142,6 +159,15 @@ export function tickAdvisor(ctx, { plannedSkillId } = {}) {
|
||||
info("advisor-trigger", `recommendation: ${result.action} (${result.latencyMs}ms)`);
|
||||
} else if (!result.ok) {
|
||||
warn("advisor-trigger", `advise failed: ${result.code} (${result.detail})`);
|
||||
if (isProviderError(result.code)) {
|
||||
_consecutiveFails += 1;
|
||||
if (_consecutiveFails >= PROVIDER_OUTAGE_FAILS) {
|
||||
_providerOutageUntil = Date.now() + PROVIDER_OUTAGE_BACKOFF_MS;
|
||||
warn("advisor-trigger", `LLM provider outage (${_consecutiveFails} fails in a row); backing off ${Math.round(PROVIDER_OUTAGE_BACKOFF_MS / 60000)}min`);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
_consecutiveFails = 0;
|
||||
}
|
||||
})
|
||||
.catch((e) => {
|
||||
|
||||
@@ -113,16 +113,23 @@ export const STORYLINE = Object.freeze([
|
||||
narration_ru: "Где я? Осмотрюсь и оценю место.",
|
||||
completed(snap) {
|
||||
if (!snap?.connected) return false;
|
||||
// Considered done once HP is full and we've moved a bit (out of
|
||||
// spawn confusion) or we know nearby blocks include something tangible.
|
||||
const hp = snap.health ?? 20;
|
||||
const moved = snap._sessionMs ? snap._sessionMs > 15_000 : true;
|
||||
// Two completion paths: (a) classic — full HP + saw tangible
|
||||
// blocks within 16 blocks. (b) timeout — HP=full + session
|
||||
// >120s. Path (b) exists because in desert/ocean biomes the
|
||||
// scan radius might never see logs/stone/crops/beds, and we
|
||||
// were getting stuck on step 1 for hours.
|
||||
if (hp < 18) return false;
|
||||
const sawBlocks = (snap.nearbyBlocks?.logs ?? 0)
|
||||
+ (snap.nearbyBlocks?.stone ?? 0)
|
||||
+ (snap.nearbyBlocks?.crops ?? 0)
|
||||
+ (snap.nearbyBlocks?.beds ?? 0)
|
||||
> 0;
|
||||
return hp >= 18 && moved && sawBlocks;
|
||||
if (sawBlocks) return true;
|
||||
// Fallback: settled for long enough → call orient done and let
|
||||
// later steps drive forward into the biome.
|
||||
const sessionMs = snap._sessionMs ?? 0;
|
||||
return sessionMs > 120_000;
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
// Look around — wander a bit to get a snapshot of what's nearby.
|
||||
@@ -141,7 +148,10 @@ export const STORYLINE = Object.freeze([
|
||||
suggestSkill(snap) {
|
||||
const trees = snap?.nearbyBlocks?.logs ?? 0;
|
||||
if (trees > 0) return { skillId: "gather.logs" };
|
||||
// No tree in sight — scout further.
|
||||
// No tree in sight — scout further. In a biome with no trees
|
||||
// (desert, ocean) the bot must commit to a long heading; the
|
||||
// curriculum's wedge detector (v0.3.1+) elevates this to
|
||||
// village.relocate after a few cycles.
|
||||
return { skillId: "explore.far", args: { searchFor: "logs" } };
|
||||
},
|
||||
emergencyPause,
|
||||
@@ -196,7 +206,16 @@ export const STORYLINE = Object.freeze([
|
||||
return countAny(snap?.inventory, FOOD_ITEMS) >= 2;
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
return { skillId: "survive.acquire-food" };
|
||||
// Two-tier strategy:
|
||||
// - If a passive food mob is visible nearby (≤24 blocks in
|
||||
// snapshot), kill it locally with acquire-food.
|
||||
// - Otherwise scout-food does long-range biome-aware search.
|
||||
// It commits to a cardinal for ~200 blocks, rescans, and
|
||||
// on biome boundary detection heads toward food-capable
|
||||
// terrain.
|
||||
const hasPassiveNearby = (snap?.nearbyEntities?.passives?.length ?? 0) > 0;
|
||||
if (hasPassiveNearby) return { skillId: "survive.acquire-food" };
|
||||
return { skillId: "survive.scout-food" };
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
@@ -111,6 +111,16 @@ test("pickCurrentStep: fresh spawn → first non-completed step", () => {
|
||||
assert.equal(r.index, 0);
|
||||
});
|
||||
|
||||
test("orient_self: barren biome timeout fallback completes step after 120s", () => {
|
||||
const n = getStep("orient_self");
|
||||
// path (a): full HP + no visible blocks + short session → NOT done (would block).
|
||||
assert.equal(n.completed(snap({ _sessionMs: 30_000, nearbyBlocks: {} })), false);
|
||||
// path (b): full HP + no visible blocks + long session → done (timeout fallback).
|
||||
assert.equal(n.completed(snap({ _sessionMs: 150_000, nearbyBlocks: {} })), true);
|
||||
// always: low HP → not done
|
||||
assert.equal(n.completed(snap({ health: 8, _sessionMs: 150_000 })), false);
|
||||
});
|
||||
|
||||
test("pickCurrentStep: bot with 8+ logs → first_wood done, picks crafting_basics", () => {
|
||||
_resetForTest();
|
||||
const r = pickCurrentStep(snap({
|
||||
|
||||
@@ -30,6 +30,7 @@ import { tickAdvisor, consumeFreshRecommendation } from "./coach/advisor-trigger
|
||||
import { markRecommendationApplied, markRecommendationOutcome } from "./knowledge/index.js";
|
||||
import { pickActiveNeed } from "./manifesto/state.js";
|
||||
import { pickCurrentStep } from "./goal/state.js";
|
||||
import { observe as observeWedge, isWedged } from "./awareness/wedge-detector.js";
|
||||
import { situationHash } from "./scenario-memory.js";
|
||||
import { tickModes } from "./modes.js";
|
||||
|
||||
@@ -459,6 +460,29 @@ function curriculumReflex(ctx) {
|
||||
}
|
||||
const manifestoSkillId = activeNeed?.skillId ?? null;
|
||||
|
||||
// v0.3.1 — wedge detector. Feeds position into rolling-bbox tracker.
|
||||
// When bot has been stuck in a <50-block bbox for 10 minutes with
|
||||
// the same need cycling its skills, returns wedged=true and we
|
||||
// short-circuit to village.relocate which walks 300 blocks in a
|
||||
// fresh cardinal. Tests pass ctx.disableWedge=true to skip.
|
||||
if (!ctx.disableWedge && s.position) {
|
||||
observeWedge({
|
||||
x: s.position.x, z: s.position.z,
|
||||
activeNeedId: activeNeed?.need?.id ?? null,
|
||||
recentSkillIds: ctx.recentSkillIds ?? [],
|
||||
});
|
||||
const wedge = isWedged({
|
||||
activeNeedId: activeNeed?.need?.id ?? null,
|
||||
recentSkillIds: ctx.recentSkillIds ?? [],
|
||||
});
|
||||
if (wedge.wedged) {
|
||||
ctx.lastCurriculumAt = Date.now();
|
||||
info(REFLEX_LOG, `wedged: bbox=${Math.round(wedge.bboxDim)}b need=${activeNeed?.need?.id} for ${Math.round(wedge.needAgeMs / 1000)}s → village.relocate`);
|
||||
ctx.dispatch(() => runSkill("village.relocate", ctx), "village.relocate", {});
|
||||
return { action: "dispatched", kind: "wedge-relocate", label: "village.relocate" };
|
||||
}
|
||||
}
|
||||
|
||||
// v0.3.1 — storyline: the canonical Minecraft survival quest. Gives
|
||||
// the bot a concrete, narratable next-action ("collect 8 logs",
|
||||
// "place crafting table"). Storyline yields to manifesto on L0
|
||||
|
||||
@@ -52,6 +52,7 @@ function makeCtx({
|
||||
disableAdvisor = true, // advisor-trigger fires real async LLM calls,
|
||||
// tested directly in advisor-trigger.test.js.
|
||||
disableStoryline = true, // storyline tested in goal/storyline.test.js
|
||||
disableWedge = true, // wedge tested in awareness/wedge-detector.test.js
|
||||
} = {}) {
|
||||
const dispatches = [];
|
||||
const ctx = {
|
||||
@@ -67,6 +68,7 @@ function makeCtx({
|
||||
disableManifesto,
|
||||
disableAdvisor,
|
||||
disableStoryline,
|
||||
disableWedge,
|
||||
dispatch(fn, label, opts = {}) {
|
||||
dispatches.push({ fn, label, opts });
|
||||
},
|
||||
|
||||
@@ -0,0 +1,159 @@
|
||||
// recovery.escape-pit-safe — multi-strategy escape from a hole / pit.
|
||||
//
|
||||
// Why this exists alongside recovery.tunnel-out and survive.pillar-up:
|
||||
//
|
||||
// tunnel-out tries to dig sideways through walls — fails on
|
||||
// unbreakable terrain or when there's no clear horizontal exit.
|
||||
// pillar-up places blocks under the bot and jumps — fails when
|
||||
// there's a ceiling block above the column.
|
||||
//
|
||||
// Both fail silently in a deep cave or 2×2 hole with a ceiling.
|
||||
// escape-pit-safe surveys options first, then commits:
|
||||
//
|
||||
// 1. Scan 4 cardinals at head height + foot height. Pick the one
|
||||
// with the closest open path to surface (defined as: column
|
||||
// with sky visibility above OR ≥3 air blocks horizontal followed
|
||||
// by stairs / slope up).
|
||||
// 2. If a clear horizontal path exists → recovery.tunnel-out toward it.
|
||||
// 3. If no horizontal path BUT ceiling is open above us → pillar-up.
|
||||
// 4. If both blocked → return "stuck" and let the LLM-advisor flag a
|
||||
// genuine improvement (e.g. "need water-bucket-MLG", "need to
|
||||
// mine through stone").
|
||||
|
||||
import { info, warn } from "../log.js";
|
||||
import { runSkill } from "./index.js";
|
||||
|
||||
const SCAN_RADIUS = 6;
|
||||
const HEAD_OFFSET_Y = 1;
|
||||
|
||||
function blockNameAt(bot, x, y, z) {
|
||||
try {
|
||||
const b = bot.blockAt?.({ x: Math.floor(x), y: Math.floor(y), z: Math.floor(z) });
|
||||
return b?.name ?? null;
|
||||
} catch { return null; }
|
||||
}
|
||||
|
||||
function isAir(name) { return name === "air" || name === "cave_air" || name === "void_air"; }
|
||||
function isWater(name) { return name === "water" || name === "flowing_water"; }
|
||||
function isLava(name) { return name === "lava" || name === "flowing_lava"; }
|
||||
function isPassable(name) { return isAir(name) || (name && /carpet|button|torch|grass$/.test(name)); }
|
||||
|
||||
// Look up to 32 blocks straight up from (x,y,z). Return distance to first
|
||||
// non-air block, or Infinity if open all the way (this is a sky-visible
|
||||
// column we could pillar-up out of).
|
||||
function ceilingDistance(bot, x, y, z) {
|
||||
for (let dy = HEAD_OFFSET_Y + 1; dy <= 32; dy++) {
|
||||
const n = blockNameAt(bot, x, y + dy, z);
|
||||
if (!n) return dy; // unloaded chunk = no info; treat conservatively
|
||||
if (!isAir(n)) return dy;
|
||||
}
|
||||
return Infinity;
|
||||
}
|
||||
|
||||
// Scan SCAN_RADIUS blocks in each cardinal at head height. Return
|
||||
// summary per direction: open-block count, lava/water hits, first
|
||||
// non-air block name.
|
||||
function scanCardinals(bot) {
|
||||
const pos = bot?.entity?.position;
|
||||
if (!pos) return [];
|
||||
const head = pos.offset?.(0, HEAD_OFFSET_Y, 0) ?? { x: pos.x, y: pos.y + HEAD_OFFSET_Y, z: pos.z };
|
||||
const dirs = [
|
||||
{ name: "N", dx: 0, dz: -1 },
|
||||
{ name: "E", dx: 1, dz: 0 },
|
||||
{ name: "S", dx: 0, dz: 1 },
|
||||
{ name: "W", dx: -1, dz: 0 },
|
||||
];
|
||||
return dirs.map((d) => {
|
||||
let openBlocks = 0;
|
||||
let lavaAt = -1;
|
||||
let waterAt = -1;
|
||||
let firstBlock = null;
|
||||
for (let r = 1; r <= SCAN_RADIUS; r++) {
|
||||
const x = head.x + d.dx * r;
|
||||
const z = head.z + d.dz * r;
|
||||
const n = blockNameAt(bot, x, head.y, z);
|
||||
if (isLava(n) && lavaAt < 0) lavaAt = r;
|
||||
if (isWater(n) && waterAt < 0) waterAt = r;
|
||||
if (isPassable(n)) {
|
||||
openBlocks++;
|
||||
if (firstBlock === null) firstBlock = "(air)";
|
||||
} else {
|
||||
if (firstBlock === null) firstBlock = n ?? "(unknown)";
|
||||
break;
|
||||
}
|
||||
}
|
||||
return { ...d, openBlocks, lavaAt, waterAt, firstBlock };
|
||||
});
|
||||
}
|
||||
|
||||
export const skill = Object.freeze({
|
||||
id: "recovery.escape-pit-safe",
|
||||
title: "Escape a pit — survey directions and pick the safest exit",
|
||||
timeoutMs: 90_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot?.entity?.position) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
const bot = ctx.bot;
|
||||
const pos = bot.entity.position;
|
||||
const dirs = scanCardinals(bot);
|
||||
const ceiling = ceilingDistance(bot, pos.x, pos.y, pos.z);
|
||||
|
||||
info(
|
||||
"action",
|
||||
`escape-pit-safe: cardinals=${dirs.map((d) => `${d.name}:${d.openBlocks}/${d.firstBlock}`).join(" ")} ceiling=${ceiling === Infinity ? "open" : ceiling + "b"}`,
|
||||
);
|
||||
|
||||
// 1. Choose the direction with most open blocks (≥3) and no lava.
|
||||
const horizontal = dirs
|
||||
.filter((d) => d.openBlocks >= 3 && d.lavaAt < 0)
|
||||
.sort((a, b) => b.openBlocks - a.openBlocks)[0];
|
||||
|
||||
if (horizontal) {
|
||||
info("action", `escape-pit-safe: walking out via ${horizontal.name} (${horizontal.openBlocks}b clear)`);
|
||||
// Delegate to wander step or simple controlled walk. Easier:
|
||||
// invoke recovery.tunnel-out with a hint of the chosen direction.
|
||||
const res = await runSkill("recovery.tunnel-out", ctx, { preferredDir: horizontal.name });
|
||||
return {
|
||||
ok: !!res?.ok,
|
||||
code: res?.code ?? (res?.ok ? "done" : "tunnel_failed"),
|
||||
detail: { strategy: "horizontal_walk", direction: horizontal.name, tunnelResult: res?.detail },
|
||||
worldDelta: res?.worldDelta ?? { strategy: "horizontal_walk", direction: horizontal.name },
|
||||
};
|
||||
}
|
||||
|
||||
// 2. No horizontal exit — try pillar-up only if ceiling is open
|
||||
// for the bot's height (≥3 blocks: head + 1 build + 1 ceiling slack).
|
||||
if (ceiling >= 4) {
|
||||
info("action", `escape-pit-safe: ceiling clear (${ceiling}b), trying pillar-up`);
|
||||
const res = await runSkill("survive.pillar-up", ctx);
|
||||
return {
|
||||
ok: !!res?.ok,
|
||||
code: res?.code ?? (res?.ok ? "done" : "pillar_failed"),
|
||||
detail: { strategy: "pillar_up", ceiling, pillarResult: res?.detail },
|
||||
worldDelta: res?.worldDelta ?? { strategy: "pillar_up" },
|
||||
};
|
||||
}
|
||||
|
||||
// 3. Both blocked — surrender. The LLM-advisor will see this in
|
||||
// recent dispatches and can suggest village.relocate or flag a
|
||||
// new skill request.
|
||||
warn("action", `escape-pit-safe: no viable strategy (horizontal blocked + ceiling ${ceiling}b)`);
|
||||
return {
|
||||
ok: false,
|
||||
code: "no_strategy",
|
||||
detail: { horizontal: dirs.map((d) => ({ d: d.name, open: d.openBlocks, lava: d.lavaAt })), ceiling },
|
||||
worldDelta: null,
|
||||
};
|
||||
},
|
||||
recover(ctx, result) {
|
||||
if (result.code === "no_strategy") {
|
||||
return { hint: "wander", reason: "no viable pit-escape; let curriculum try a different action" };
|
||||
}
|
||||
return null;
|
||||
},
|
||||
});
|
||||
|
||||
// Test exports
|
||||
export const __testing = { scanCardinals, ceilingDistance, isAir, isPassable, SCAN_RADIUS };
|
||||
@@ -30,11 +30,14 @@ import { skill as flee } from "./flee.js";
|
||||
import { skill as sleep } from "./sleep.js";
|
||||
import { skill as tunnelOut } from "./recovery-tunnel-out.js";
|
||||
import { skill as pillarUp } from "./pillar-up.js";
|
||||
import { skill as escapePitSafe } from "./escape-pit-safe.js";
|
||||
import { skill as diagPhysics } from "./diagnose-physics.js";
|
||||
import { skill as diagScan, matchSkill as diagMatch } from "./diagnose-scan.js";
|
||||
import { skill as gatherStone } from "./gather-stone.js";
|
||||
import { skill as gatherWool } from "./gather-wool.js";
|
||||
import { skill as acquireFood } from "./acquire-food.js";
|
||||
import { skill as scoutFood } from "./scout-food.js";
|
||||
import { skill as relocate } from "./relocate.js";
|
||||
import { skill as chooseBase } from "./choose-base.js";
|
||||
import { skill as buildShelter } from "./build-shelter.js";
|
||||
import { skill as placeChest } from "./place-chest.js";
|
||||
@@ -74,12 +77,15 @@ register(flee);
|
||||
register(sleep);
|
||||
register(tunnelOut);
|
||||
register(pillarUp);
|
||||
register(escapePitSafe);
|
||||
register(diagPhysics);
|
||||
register(diagScan);
|
||||
register(diagMatch);
|
||||
register(gatherStone);
|
||||
register(gatherWool);
|
||||
register(acquireFood);
|
||||
register(scoutFood);
|
||||
register(relocate);
|
||||
register(chooseBase);
|
||||
register(buildShelter);
|
||||
register(placeChest);
|
||||
|
||||
@@ -0,0 +1,139 @@
|
||||
// village.relocate — commit-and-walk skill that breaks the bot out of
|
||||
// "I've been wandering the same 50×50 area for 2 hours" failure mode.
|
||||
//
|
||||
// Heuristic: when the wedge-detector says we're stuck, this skill is
|
||||
// dispatched with no biome preference; it picks the least-recently-
|
||||
// visited cardinal (or any cardinal if no history) and walks ~300
|
||||
// blocks toward it, with a hard time budget. While it runs, the
|
||||
// reflex's wedge-detector knows a relocation is in flight and won't
|
||||
// fire another one on top.
|
||||
//
|
||||
// The skill ignores the active need entirely for its duration — its
|
||||
// only job is to displace the bot far enough that the surrounding
|
||||
// biome is fresh and skills like survive.acquire-food / gather.logs
|
||||
// have new local context to work with.
|
||||
|
||||
import pathfinderPkg from "mineflayer-pathfinder";
|
||||
const { pathfinder, goals, Movements } = pathfinderPkg;
|
||||
|
||||
import { info } from "../log.js";
|
||||
import { markRelocationStarted } from "../awareness/wedge-detector.js";
|
||||
|
||||
const CARDINALS = [
|
||||
{ name: "N", dx: 0, dz: -1 },
|
||||
{ name: "E", dx: 1, dz: 0 },
|
||||
{ name: "S", dx: 0, dz: 1 },
|
||||
{ name: "W", dx: -1, dz: 0 },
|
||||
];
|
||||
const DEFAULT_DISTANCE = 300;
|
||||
const STEP_BLOCKS = 32; // re-path every N blocks for liveness
|
||||
const STEP_TIMEOUT_MS = 30_000;
|
||||
|
||||
let pluginLoaded = new WeakSet();
|
||||
function ensurePathfinder(bot) {
|
||||
if (pluginLoaded.has(bot)) return;
|
||||
bot.loadPlugin(pathfinder);
|
||||
pluginLoaded.add(bot);
|
||||
}
|
||||
function setMovementsForTravel(bot) {
|
||||
const m = new Movements(bot);
|
||||
m.canDig = false;
|
||||
m.allow1by1towers = false;
|
||||
bot.pathfinder.setMovements(m);
|
||||
}
|
||||
|
||||
function pickCardinal(ctx, args) {
|
||||
// Explicit override wins
|
||||
if (args?.heading) {
|
||||
const found = CARDINALS.find((c) => c.name === args.heading);
|
||||
if (found) return found;
|
||||
}
|
||||
// Otherwise pick a cardinal not recently used. ctx may carry a
|
||||
// recentRelocations array {name, ts}; default = N.
|
||||
const recent = new Set((ctx?.recentRelocations ?? []).map((r) => r.name));
|
||||
const untried = CARDINALS.filter((c) => !recent.has(c.name));
|
||||
return untried[0] ?? CARDINALS[Math.floor(Math.random() * CARDINALS.length)];
|
||||
}
|
||||
|
||||
export const skill = Object.freeze({
|
||||
id: "village.relocate",
|
||||
title: "Walk 300 blocks in a fresh cardinal to break a wedge",
|
||||
timeoutMs: 180_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot?.entity?.position) {
|
||||
return { ok: false, code: "no_bot", detail: "bot or entity missing" };
|
||||
}
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx, args = {}) {
|
||||
const bot = ctx.bot;
|
||||
const distance = Math.max(64, Math.min(args?.distance ?? DEFAULT_DISTANCE, 600));
|
||||
const cardinal = pickCardinal(ctx, args);
|
||||
const start = { x: bot.entity.position.x, z: bot.entity.position.z };
|
||||
markRelocationStarted({ x: start.x, z: start.z, heading: cardinal });
|
||||
ctx.recentRelocations = (ctx.recentRelocations ?? []).slice(-3);
|
||||
ctx.recentRelocations.push({ name: cardinal.name, ts: Date.now() });
|
||||
|
||||
ensurePathfinder(bot);
|
||||
setMovementsForTravel(bot);
|
||||
info("action", `relocate: heading ${cardinal.name} for ${distance}b from (${Math.round(start.x)}, ${Math.round(start.z)})`);
|
||||
|
||||
let travelled = 0;
|
||||
const errors = [];
|
||||
while (travelled < distance) {
|
||||
if (ctx?.abortSignal?.aborted) {
|
||||
return {
|
||||
ok: travelled >= distance / 2, // partial counts if we got at least half
|
||||
code: travelled >= distance / 2 ? "partial" : "preempted",
|
||||
detail: { travelled: Math.round(travelled), heading: cardinal.name },
|
||||
worldDelta: { moved: Math.round(travelled), heading: cardinal.name },
|
||||
};
|
||||
}
|
||||
const stepDist = Math.min(STEP_BLOCKS, distance - travelled);
|
||||
const targetX = start.x + cardinal.dx * (travelled + stepDist);
|
||||
const targetZ = start.z + cardinal.dz * (travelled + stepDist);
|
||||
const targetY = Math.floor(bot.entity.position.y);
|
||||
try {
|
||||
await Promise.race([
|
||||
bot.pathfinder.goto(new goals.GoalNear(Math.floor(targetX), targetY, Math.floor(targetZ), 4)),
|
||||
new Promise((_, rej) => setTimeout(() => rej(new Error("step timeout")), STEP_TIMEOUT_MS)),
|
||||
]);
|
||||
} catch (e) {
|
||||
errors.push(e?.message ?? String(e));
|
||||
if (errors.length >= 3) break;
|
||||
// brief pause then keep trying
|
||||
await new Promise((r) => setTimeout(r, 500));
|
||||
}
|
||||
// Measure actual progress (pathfinder might have routed around)
|
||||
const dx = bot.entity.position.x - start.x;
|
||||
const dz = bot.entity.position.z - start.z;
|
||||
travelled = Math.hypot(dx, dz);
|
||||
}
|
||||
|
||||
const endPos = bot.entity.position;
|
||||
const finalDist = Math.hypot(endPos.x - start.x, endPos.z - start.z);
|
||||
if (finalDist < 50) {
|
||||
return {
|
||||
ok: false,
|
||||
code: "stuck_in_place",
|
||||
detail: { travelled: Math.round(finalDist), heading: cardinal.name, errors: errors.slice(0, 3) },
|
||||
worldDelta: { moved: Math.round(finalDist) },
|
||||
};
|
||||
}
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { travelled: Math.round(finalDist), heading: cardinal.name },
|
||||
worldDelta: { moved: Math.round(finalDist), heading: cardinal.name, mode: "relocate" },
|
||||
};
|
||||
},
|
||||
recover(ctx, result) {
|
||||
if (result.code === "stuck_in_place") {
|
||||
return { hint: "wander", reason: "relocate could not gain ground; let wander try a new tactic" };
|
||||
}
|
||||
return null;
|
||||
},
|
||||
});
|
||||
|
||||
// Test exports
|
||||
export const __testing = { CARDINALS, DEFAULT_DISTANCE, pickCardinal };
|
||||
@@ -0,0 +1,276 @@
|
||||
// survive.scout-food — longer-range, biome-aware food search.
|
||||
//
|
||||
// Why this exists alongside survive.acquire-food:
|
||||
//
|
||||
// acquire-food is the "I see a cow, hunt it" skill. Its precondition
|
||||
// requires a passive food mob within ~32 blocks; if there isn't one,
|
||||
// the skill bails immediately. In v0.3.0 that produced two failure
|
||||
// modes that kept the bot looping for hours:
|
||||
//
|
||||
// 1. Biome with NO passive mobs (desert, ocean, snowy peaks, deep
|
||||
// caves). acquire-food can never succeed there — the bot just
|
||||
// kept scanning the same 32-block sphere.
|
||||
//
|
||||
// 2. Biome WITH passive mobs but the immediate area is empty. The
|
||||
// bot wandered 1-8 blocks at a time around the same 50×50 patch
|
||||
// and never committed to a direction long enough to leave it.
|
||||
//
|
||||
// scout-food applies the "commit-to-cardinal" pattern (per the v0.3.1
|
||||
// design research): scan(32) → patrol(64, time-budget) → if still
|
||||
// nothing, walk a chosen cardinal for ~200 blocks, rescanning every
|
||||
// 16 blocks. On exhaustion of all 4 cardinals it surrenders to the
|
||||
// curriculum so the operator-driven `village.relocate` or LLM advisor
|
||||
// can pick up.
|
||||
//
|
||||
// Biome-awareness:
|
||||
// - If current biome's affordance table has has_passive_mobs=false
|
||||
// AND has_water=false, skip the local scan entirely and pick the
|
||||
// most plausible "leave biome" heading: sample neighbour biomes at
|
||||
// radius 64 in 8 directions, pick the first one whose affordances
|
||||
// say has_passive_mobs=true.
|
||||
// - In water-bearing barren biomes (ocean shores, frozen rivers)
|
||||
// fishing isn't implemented yet — operator-facing improvement.
|
||||
|
||||
import pathfinderPkg from "mineflayer-pathfinder";
|
||||
const { pathfinder, goals, Movements } = pathfinderPkg;
|
||||
|
||||
import { info, warn } from "../log.js";
|
||||
import { foods } from "./groups.js";
|
||||
import { affordancesFor, hasPassiveMobs, isBarren } from "../biome-affordances.js";
|
||||
|
||||
const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
|
||||
const CARDINALS = [
|
||||
{ name: "N", dx: 0, dz: -1 },
|
||||
{ name: "E", dx: 1, dz: 0 },
|
||||
{ name: "S", dx: 0, dz: 1 },
|
||||
{ name: "W", dx: -1, dz: 0 },
|
||||
];
|
||||
const PATROL_TICK_DISTANCE = 16;
|
||||
const DEFAULT_COMMIT_DISTANCE = 200;
|
||||
|
||||
let pluginLoaded = new WeakSet();
|
||||
function ensurePathfinder(bot) {
|
||||
if (pluginLoaded.has(bot)) return;
|
||||
bot.loadPlugin(pathfinder);
|
||||
pluginLoaded.add(bot);
|
||||
}
|
||||
|
||||
function setMovementsForTravel(bot) {
|
||||
const m = new Movements(bot);
|
||||
m.canDig = false;
|
||||
m.allow1by1towers = false;
|
||||
bot.pathfinder.setMovements(m);
|
||||
}
|
||||
|
||||
function foodCount(bot) {
|
||||
const allowed = foods(bot);
|
||||
return bot.inventory.items().reduce((sum, item) => allowed.has(item.name) ? sum + item.count : sum, 0);
|
||||
}
|
||||
|
||||
function nearestPassiveFoodMob(bot, maxDistance) {
|
||||
const here = bot?.entity?.position;
|
||||
if (!here) return null;
|
||||
let best = null;
|
||||
for (const e of Object.values(bot.entities ?? {})) {
|
||||
if (!e?.position || !PASSIVE_FOOD_MOBS.has(e.name)) continue;
|
||||
const d = e.position.distanceTo(here);
|
||||
if (d > maxDistance) continue;
|
||||
if (!best || d < best.distance) best = { entity: e, distance: d };
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
function currentBiomeName(bot) {
|
||||
try {
|
||||
const block = bot.blockAt?.(bot.entity?.position);
|
||||
const b = block?.biome;
|
||||
if (typeof b === "string") return b;
|
||||
if (b?.name) return b.name;
|
||||
return null;
|
||||
} catch { return null; }
|
||||
}
|
||||
|
||||
function biomeNameAt(bot, x, y, z) {
|
||||
try {
|
||||
const block = bot.blockAt?.({ x: Math.floor(x), y: Math.floor(y), z: Math.floor(z) });
|
||||
const b = block?.biome;
|
||||
if (typeof b === "string") return b;
|
||||
if (b?.name) return b.name;
|
||||
return null;
|
||||
} catch { return null; }
|
||||
}
|
||||
|
||||
// Sample biomes in 8 compass directions at the given radius; return
|
||||
// the heading whose biome has passive mobs.
|
||||
function scanForFoodCapableNeighbourBiome(bot, radius = 64) {
|
||||
const here = bot?.entity?.position;
|
||||
if (!here) return null;
|
||||
const dirs = [
|
||||
{ name: "N", dx: 0, dz: -1 },
|
||||
{ name: "NE", dx: 0.71, dz: -0.71 },
|
||||
{ name: "E", dx: 1, dz: 0 },
|
||||
{ name: "SE", dx: 0.71, dz: 0.71 },
|
||||
{ name: "S", dx: 0, dz: 1 },
|
||||
{ name: "SW", dx: -0.71, dz: 0.71 },
|
||||
{ name: "W", dx: -1, dz: 0 },
|
||||
{ name: "NW", dx: -0.71, dz: -0.71 },
|
||||
];
|
||||
for (const d of dirs) {
|
||||
const b = biomeNameAt(bot, here.x + d.dx * radius, here.y, here.z + d.dz * radius);
|
||||
if (b && hasPassiveMobs(b)) return { heading: d, biome: b };
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
async function patrolCardinal(bot, cardinal, distance, ctx) {
|
||||
ensurePathfinder(bot);
|
||||
setMovementsForTravel(bot);
|
||||
const start = bot.entity.position.clone?.() ?? { ...bot.entity.position };
|
||||
let travelled = 0;
|
||||
while (travelled < distance) {
|
||||
if (ctx?.abortSignal?.aborted) return { aborted: true, travelled };
|
||||
const tx = start.x + cardinal.dx * (travelled + PATROL_TICK_DISTANCE);
|
||||
const tz = start.z + cardinal.dz * (travelled + PATROL_TICK_DISTANCE);
|
||||
const goal = new goals.GoalNear(Math.floor(tx), Math.floor(bot.entity.position.y), Math.floor(tz), 2);
|
||||
try {
|
||||
await Promise.race([
|
||||
bot.pathfinder.goto(goal),
|
||||
new Promise((_, rej) => setTimeout(() => rej(new Error("patrol step timeout")), 30_000)),
|
||||
]);
|
||||
} catch (e) {
|
||||
return { aborted: false, travelled, error: e?.message ?? String(e) };
|
||||
}
|
||||
travelled += PATROL_TICK_DISTANCE;
|
||||
// Rescan after every step.
|
||||
const target = nearestPassiveFoodMob(bot, 32);
|
||||
if (target) return { aborted: false, travelled, target };
|
||||
}
|
||||
return { aborted: false, travelled };
|
||||
}
|
||||
|
||||
export const skill = Object.freeze({
|
||||
id: "survive.scout-food",
|
||||
title: "Scout for food at long range (biome-aware)",
|
||||
timeoutMs: 240_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
if (foodCount(ctx.bot) > 0) {
|
||||
return { ok: false, code: "already_have", detail: "already carrying edible food" };
|
||||
}
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx, args = {}) {
|
||||
const bot = ctx.bot;
|
||||
const before = foodCount(bot);
|
||||
const triedCardinals = new Set(args?._triedCardinals ?? []);
|
||||
|
||||
// Step 0: biome check. If barren, head toward a food-capable neighbour.
|
||||
const biome = currentBiomeName(bot);
|
||||
const aff = affordancesFor(biome);
|
||||
info("action", `scout-food: biome=${biome ?? "?"} mobs=${aff.has_passive_mobs} barren=${isBarren(biome)}`);
|
||||
|
||||
if (!aff.has_passive_mobs) {
|
||||
const next = scanForFoodCapableNeighbourBiome(bot, 64);
|
||||
if (next) {
|
||||
info("action", `scout-food: leaving barren biome ${biome} → ${next.biome} via ${next.heading.name}`);
|
||||
const result = await patrolCardinal(bot, next.heading, DEFAULT_COMMIT_DISTANCE, ctx);
|
||||
if (result.aborted) return { ok: false, code: "preempted", worldDelta: null };
|
||||
if (result.target) {
|
||||
return await tryHunt(bot, result.target, before);
|
||||
}
|
||||
return {
|
||||
ok: false,
|
||||
code: "no_target",
|
||||
detail: `walked ${Math.round(result.travelled)}b ${next.heading.name} toward ${next.biome}, still no food`,
|
||||
worldDelta: { moved: Math.round(result.travelled), heading: next.heading.name, from_biome: biome, to_biome: next.biome },
|
||||
};
|
||||
}
|
||||
// Ringed by barren biomes; pick the first cardinal not yet tried.
|
||||
}
|
||||
|
||||
// Step 1: scan radius 32 (cheap).
|
||||
let target = nearestPassiveFoodMob(bot, 32);
|
||||
if (target) return await tryHunt(bot, target, before);
|
||||
|
||||
// Step 2: scan radius 64 — entities frequently spawn just outside
|
||||
// our local horizon.
|
||||
target = nearestPassiveFoodMob(bot, 64);
|
||||
if (target) return await tryHunt(bot, target, before);
|
||||
|
||||
// Step 3: commit to a cardinal we haven't tried in this incident.
|
||||
const untried = CARDINALS.filter((c) => !triedCardinals.has(c.name));
|
||||
if (untried.length === 0) {
|
||||
return {
|
||||
ok: false,
|
||||
code: "exhausted",
|
||||
detail: "tried all 4 cardinals without finding a food mob — switch to village.relocate",
|
||||
worldDelta: null,
|
||||
};
|
||||
}
|
||||
const cardinal = untried[0];
|
||||
info("action", `scout-food: commit cardinal ${cardinal.name} for ${DEFAULT_COMMIT_DISTANCE}b`);
|
||||
const result = await patrolCardinal(bot, cardinal, DEFAULT_COMMIT_DISTANCE, ctx);
|
||||
if (result.aborted) return { ok: false, code: "preempted", worldDelta: null };
|
||||
if (result.target) return await tryHunt(bot, result.target, before);
|
||||
return {
|
||||
ok: false,
|
||||
code: "no_target",
|
||||
detail: { tried: cardinal.name, travelled: Math.round(result.travelled), error: result.error ?? null },
|
||||
worldDelta: { moved: Math.round(result.travelled), heading: cardinal.name, from_biome: biome },
|
||||
};
|
||||
},
|
||||
recover(ctx, result) {
|
||||
if (result.code === "exhausted") {
|
||||
return { hint: "relocate", reason: "scout-food exhausted all 4 cardinals; needs a long jump" };
|
||||
}
|
||||
if (result.code === "no_target") {
|
||||
return { hint: "wander", reason: "scout completed leg without finding mob; try another cardinal" };
|
||||
}
|
||||
return null;
|
||||
},
|
||||
});
|
||||
|
||||
async function tryHunt(bot, target, before) {
|
||||
ensurePathfinder(bot);
|
||||
setMovementsForTravel(bot);
|
||||
try {
|
||||
await Promise.race([
|
||||
bot.pathfinder.goto(new goals.GoalFollow(target.entity, 2)),
|
||||
new Promise((_, rej) => setTimeout(() => rej(new Error("path-to-mob timeout")), 30_000)),
|
||||
]);
|
||||
} catch (e) {
|
||||
return { ok: false, code: "no_path", detail: e?.message ?? "path failed", worldDelta: null };
|
||||
}
|
||||
info("action", `scout-food: engaging ${target.entity.name}@${target.distance.toFixed(1)}b`);
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const current = Object.values(bot.entities ?? {}).find((e) => e.id === target.entity.id);
|
||||
if (!current) break;
|
||||
if (current.position.distanceTo(bot.entity.position) > 4) {
|
||||
try {
|
||||
await Promise.race([
|
||||
bot.pathfinder.goto(new goals.GoalFollow(current, 2)),
|
||||
new Promise((_, rej) => setTimeout(() => rej(new Error("repath timeout")), 8_000)),
|
||||
]);
|
||||
} catch {}
|
||||
}
|
||||
bot.attack(current);
|
||||
await new Promise((r) => setTimeout(r, 700));
|
||||
}
|
||||
await new Promise((r) => setTimeout(r, 1_000));
|
||||
const after = foodCount(bot);
|
||||
if (after <= before) {
|
||||
return { ok: false, code: "no_drop", detail: `hunted ${target.entity.name} but no edible drop`, worldDelta: null };
|
||||
}
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { source: "hunt", mob: target.entity.name, gained: after - before },
|
||||
worldDelta: { acquiredFood: after - before, source: "hunt", mob: target.entity.name },
|
||||
};
|
||||
}
|
||||
|
||||
// Test exports
|
||||
export const __testing = {
|
||||
CARDINALS, PATROL_TICK_DISTANCE, DEFAULT_COMMIT_DISTANCE,
|
||||
nearestPassiveFoodMob, currentBiomeName, scanForFoodCapableNeighbourBiome,
|
||||
};
|
||||
Reference in New Issue
Block a user