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:
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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 },
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badlands: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
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eroded_badlands: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
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wooded_badlands: { has_passive_mobs: false, has_trees: true, has_water: false, has_crops: false, livable: true },
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// Snowy biomes — no passive mobs (rabbits sometimes), strangled trees
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snowy_plains: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
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ice_spikes: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
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frozen_river: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
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frozen_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
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deep_frozen_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
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// Mountains — sparse trees, goats
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stony_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
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jagged_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
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frozen_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
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snowy_slopes: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
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grove: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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windswept_hills: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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windswept_gravelly_hills: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
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windswept_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
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// Beaches / ocean — passive mobs scarce, water everywhere
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beach: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
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stony_shore: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
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snowy_beach: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
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ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
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cold_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
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deep_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
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deep_cold_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
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lukewarm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
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deep_lukewarm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
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warm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
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river: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
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// Mushroom — mooshrooms only, no other passive mobs but they ARE food
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mushroom_fields: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
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// Caves / unsupported dimensions — bot should leave
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dripstone_caves: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: false },
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lush_caves: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: true, livable: false },
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deep_dark: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: false },
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});
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/**
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* affordancesFor(biomeName) → affordance object
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*
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* Unknown / null / undefined names return the optimistic DEFAULT so
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* skills don't get crippled when a new 1.x biome shows up; they just
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* fall back to the existing local-scan behaviour.
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*/
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export function affordancesFor(biomeName) {
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if (!biomeName || typeof biomeName !== "string") return DEFAULT;
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return BIOMES[biomeName] ?? DEFAULT;
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}
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export function hasPassiveMobs(biomeName) {
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return affordancesFor(biomeName).has_passive_mobs;
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}
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export function hasTrees(biomeName) {
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return affordancesFor(biomeName).has_trees;
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}
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export function hasWater(biomeName) {
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return affordancesFor(biomeName).has_water;
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}
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export function isLivable(biomeName) {
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return affordancesFor(biomeName).livable;
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}
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// True if this biome is barren enough that the bot's priority should
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// be "leave biome" rather than "search local".
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export function isBarren(biomeName) {
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const a = affordancesFor(biomeName);
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return !a.has_passive_mobs && !a.has_trees && !a.has_crops;
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}
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// True if the biome can't be stood on (deep ocean, caves at y=Y).
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export function isUnlivable(biomeName) {
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return !affordancesFor(biomeName).livable;
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}
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// Test exports
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export const __testing = { BIOMES, DEFAULT };
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