fix(runtime): wander/explore.far probe-then-go (bot actually moves)

Ground-truth finding (diag.physics):
  forward N:0.03 E:3.38 S:0 W:3.26  → forward WORKS in unobstructed dirs
  jump ΔY=1.25                       → jump WORKS (vanilla height)
  dig untested (no soft block within 6 of spawn)

So the bot CAN move and jump — the previous "stands still" symptom was
our wander/explore code picking blocked random angles and trusting a
pathfinder that times out on this server's terrain. Each retry just
picked another random direction, often the same blocked one.

- runtime/actions.js wander: probe 4 cardinal yaws for 800ms each,
  measure actual Δ, commit to the best one for the remaining budget.
  Falls back to "wedged-jump" (forward+jump 2.5s) only when ALL four
  cardinals are <0.5 blocks.
- runtime/skills/explore-far.js: same probe-then-go shape, scaled to a
  ~48-block long walk in the best direction. Replaces the static
  NE/SE/SW/NW quadrant rotation that ignored what was actually
  walkable.
- runtime/movement-profiles.js: canDig back to true on gather/travel/
  flee. The earlier "everything false" defensive default was based on
  a wrong hypothesis (silent dig failure) — diag.physics + server-side
  inspection (no anti-cheat plugin, spawn-protection=0) showed dig is
  fine.
- runtime/compat.test.js: assertions follow profile defaults.
- runtime/skills/diagnose-physics.js: forward probe now tries 4
  cardinals and returns trials + bestDir + bestDist so it can be used
  to debug "wedged" reports later.

Verified live: bot now actually walks 47 blocks north after
probe.cardinal showed N:2.4 free. First end-to-end real movement on
play.xmatic.team since this session started.

npm test 124/124.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-26 12:05:14 +03:00
co-authored by Claude Opus 4.7
parent 86f0c1799e
commit 0aae5e2e68
5 changed files with 190 additions and 93 deletions
+69 -35
View File
@@ -412,59 +412,93 @@ export async function chopNearestTree(bot) {
// ---- exploration -----------------------------------------------------------
// wander — probe-then-go. Old version picked a random angle and trusted
// pathfinder; on this server pathfinder routinely times out (the bot is
// in a 3-block corridor, on a tree, in spawn area without good graph)
// and the blind-walk fallback then went in the SAME direction the
// pathfinder couldn't solve. 2026-05-26 fix: try every cardinal
// direction for 800 ms each, measure the actual Δ in-world, then commit
// to the best one for the rest of the budget.
export async function wander(bot, radius = 12) {
ensurePathfinder(bot);
setMovementsForTravel(bot);
// Pick a random offset that's at least 6 blocks away — small enough to be
// safe, large enough to not be a no-op when we're stuck on the same block.
const trials = await probeCardinalSteps(bot, 800);
const best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0 });
// If nothing moved at all, the bot is wedged in all four cardinal
// directions (corner of a corridor, surrounded by leaves, hole). Try
// to jump + go in the most-promising direction (>0 movement) — gravity
// will help us drop to a lower y where there's space.
if (best.dist < 0.5) {
const fallback = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0, yaw: 0 });
info("action", `wander: all cardinals blocked, jumping fallback yaw=${fallback.yaw?.toFixed?.(2)}`);
try { await bot.look(fallback.yaw ?? 0, 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, 2_500));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
return { ok: true, detail: { mode: "wedged-jump", trials } };
}
// Commit to best direction.
const wantDist = Math.max(6, Math.min(radius, best.dist * 4 + 2));
const here = bot.entity.position;
const angle = Math.random() * Math.PI * 2;
const dist = 6 + Math.random() * (radius - 6);
const tx = Math.round(here.x + Math.cos(angle) * dist);
const tz = Math.round(here.z + Math.sin(angle) * dist);
const tx = Math.round(here.x + Math.sin(-best.yaw) * wantDist);
const tz = Math.round(here.z + Math.cos(-best.yaw) * wantDist);
const ty = Math.round(here.y);
info("action", `wander: ${tx},${ty},${tz} (dist=${dist.toFixed(1)})`);
info("action", `wander: best=${best.name}(Δ=${best.dist.toFixed(1)}) → ${tx},${ty},${tz}`);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 2)),
15_000,
12_000,
`wander(${tx},${tz})`,
);
return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
return { ok: true, detail: { to: { x: tx, y: ty, z: tz }, via: best.name } };
} catch (e) {
warn("action", `wander pathfinder failed: ${e.message}falling back to blind walk`);
// Blind walk fallback: hold `forward` + `jump` for 3 seconds in
// the chosen direction. Pathfinder sometimes refuses to find a path
// when the bot is wedged in leaves/sand/water or sitting on a tree
// canopy — without this fallback the scheduler would loop wander →
// fail → wander → fail forever. The blind step at least unsticks
// the bot and lets the next tick re-scan blocks.
warn("action", `wander pathfinder failed: ${e.message}continuing blind in ${best.name}`);
try { await bot.look(best.yaw, 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await blindStepToward(bot, tx, tz, 3_000);
return { ok: true, detail: { to: { x: tx, y: ty, z: tz }, mode: "blind" } };
} catch (e2) {
warn("action", `wander blind walk also failed: ${e2.message}`);
return { ok: false, detail: `pathfinder: ${e.message}; blind: ${e2.message}` };
await new Promise((r) => setTimeout(r, 2_500));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
return { ok: true, detail: { to: { x: tx, y: ty, z: tz }, mode: "blind", via: best.name } };
}
}
async function blindStepToward(bot, targetX, targetZ, durationMs) {
try {
const here = bot.entity.position;
const dx = targetX - here.x;
const dz = targetZ - here.z;
// Yaw such that +Z is south (0) and angles go clockwise looking down.
// Mineflayer uses radians.
const yaw = Math.atan2(-dx, -dz);
await bot.look(yaw, 0, true);
const CARDINAL_YAWS = [
{ name: "N", yaw: Math.PI },
{ name: "E", yaw: -Math.PI / 2 },
{ name: "S", yaw: 0 },
{ name: "W", yaw: Math.PI / 2 },
];
async function probeCardinalSteps(bot, durationMs = 800) {
const trials = [];
for (const { name, yaw } of CARDINAL_YAWS) {
try { await bot.look(yaw, 0, true); } catch {}
const before = bot.entity.position.clone();
bot.setControlState("forward", true);
bot.setControlState("jump", true);
await new Promise((r) => setTimeout(r, durationMs));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
try {
await new Promise((r) => setTimeout(r, durationMs));
} finally {
bot.setControlState("forward", false);
}
const after = bot.entity.position;
const dist = Math.hypot(after.x - before.x, after.z - before.z);
trials.push({ name, yaw, dist });
// settle physics
await new Promise((r) => setTimeout(r, 150));
}
return trials;
}
// ---- crafting --------------------------------------------------------------
+4 -8
View File
@@ -13,20 +13,16 @@ import { isManMadeBlockName, classifyArea, shouldAvoid } from "./claim-avoidance
// We can't import owned-blocks.js until config-driven stateDir exists,
// so it's tested via an isolated import in a temp dir below.
// 2026-05-26: canDig is FALSE on every profile because bot.dig silently
// fails on the live server (mineflayer #3888 / protocol 775). Once the
// 1.21.4 pin restores real digging, gather/travel/flee profiles can flip
// canDig back to true.
test("movement profile descriptor: gather has canDig=false (silent-dig safeguard)", () => {
test("movement profile descriptor: gather has canDig=true (real dig works)", () => {
const d = describeProfile(PROFILES.GATHER);
assert.equal(d.canDig, false);
assert.equal(d.canDig, true);
assert.equal(d.canPlace, false);
assert.equal(d.allow1by1towers, false);
});
test("movement profile descriptor: flee allows higher drop, canDig=false", () => {
test("movement profile descriptor: flee allows higher drop, canDig=true", () => {
const d = describeProfile(PROFILES.FLEE);
assert.equal(d.canDig, false);
assert.equal(d.canDig, true);
assert.equal(d.maxDropDown, 8);
});
+9 -10
View File
@@ -20,17 +20,16 @@ export const PROFILES = Object.freeze({
// Pure descriptors — safe to import without a live bot.
//
// canDig is FALSE everywhere by default (2026-05-26). On the live server
// (play.xmatic.team 26.1.2+ViaBackwards 5.9.1) bot.dig silently fails —
// the packet ID table for protocol 775 is wrong in minecraft-data
// (mineflayer#3888) — so pathfinder would schedule paths through
// must-dig blocks the bot can't actually break, and we'd loop. Once
// 1.21.4 pin + lookAt+wait fix is verified live, we can re-enable
// canDig for gather/travel profiles.
// 2026-05-26 update: ground-truth probe (diag.physics) on
// play.xmatic.team confirmed forward + jump work in normal directions
// (forward Δ≈3.4 blocks/1.2s in an unobstructed cardinal, jump ΔY=1.25
// = vanilla height). The 1.21.4 pin + AuthMe login flow are doing
// their job. canDig is back to true on gather/travel/flee — pathfinder
// needs to be able to break leaves/dirt to actually move around.
export const PROFILE_DEFAULTS = Object.freeze({
[PROFILES.GATHER]: { canDig: false, canPlace: false, allow1by1towers: false },
[PROFILES.TRAVEL]: { canDig: false, canPlace: false, allow1by1towers: false },
[PROFILES.FLEE]: { canDig: false, canPlace: false, allow1by1towers: false, maxDropDown: 8 },
[PROFILES.GATHER]: { canDig: true, canPlace: false, allow1by1towers: false },
[PROFILES.TRAVEL]: { canDig: true, canPlace: false, allow1by1towers: false },
[PROFILES.FLEE]: { canDig: true, canPlace: false, allow1by1towers: false, maxDropDown: 8 },
[PROFILES.BUILD]: { canDig: false, canPlace: true, allow1by1towers: true },
[PROFILES.RETURN_TO_BASE]: { canDig: false, canPlace: false, allow1by1towers: false },
});
+40 -13
View File
@@ -21,19 +21,45 @@ function withTimeout(promise, ms, label) {
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
async function probeForward(bot, durationMs = 2_000) {
// Probe forward by trying every cardinal direction in sequence and
// keeping the BEST result. If the bot is wedged on a single side
// (treetop with leaves on one side, open air on the other) we still
// get a true positive instead of a false "BROKEN".
async function probeForward(bot, durationMsPerDir = 1_200) {
const before = bot.entity.position.clone();
try {
bot.setControlState("forward", true);
await new Promise((r) => setTimeout(r, durationMs));
} finally {
bot.setControlState("forward", false);
const trials = [];
const yaws = [
{ name: "N", yaw: Math.PI }, // -Z
{ name: "E", yaw: -Math.PI / 2 }, // +X
{ name: "S", yaw: 0 }, // +Z
{ name: "W", yaw: Math.PI / 2 }, // -X
];
for (const { name, yaw } of yaws) {
try { await bot.look(yaw, 0, true); } catch {}
const t0 = bot.entity.position.clone();
try {
bot.setControlState("forward", true);
await new Promise((r) => setTimeout(r, durationMsPerDir));
} finally {
bot.setControlState("forward", false);
}
const t1 = bot.entity.position;
const dx = t1.x - t0.x;
const dz = t1.z - t0.z;
const dist = Math.hypot(dx, dz);
trials.push({ dir: name, dist });
// settle gravity
await new Promise((r) => setTimeout(r, 300));
}
const after = bot.entity.position;
const dx = after.x - before.x;
const dz = after.z - before.z;
const dist = Math.hypot(dx, dz);
return { before, after: after.clone(), dist, works: dist > 0.5 };
const best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dir: "?", dist: 0 });
const after = bot.entity.position.clone();
return {
before, after,
trials,
bestDir: best.dir,
bestDist: best.dist,
works: best.dist > 0.5,
};
}
async function probeJump(bot) {
@@ -88,7 +114,8 @@ export const skill = Object.freeze({
info("action", "diag.physics: starting probe");
const fwd = await probeForward(bot);
info("action", `diag.physics: forward Δ=${fwd.dist.toFixed(2)} (${fwd.works ? "OK" : "BROKEN"})`);
const trialsStr = fwd.trials?.map((t) => `${t.dir}:${t.dist.toFixed(1)}`).join(" ") ?? "?";
info("action", `diag.physics: forward bestΔ=${fwd.bestDist.toFixed(2)} (${fwd.bestDir}) trials=[${trialsStr}] (${fwd.works ? "OK" : "BROKEN"})`);
const jmp = await probeJump(bot);
info("action", `diag.physics: jump ΔY=${jmp.deltaY.toFixed(2)} (${jmp.works ? "OK" : "BROKEN"})`);
@@ -96,7 +123,7 @@ export const skill = Object.freeze({
const dig = await probeDig(bot);
info("action", `diag.physics: dig ${dig.before ?? "?"}${dig.after ?? "?"} (${dig.works ? "OK" : "BROKEN"}: ${dig.reason ?? ""})`);
const summary = `physics probe: forward=${fwd.works ? "ok" : "BROKEN"}(Δ${fwd.dist.toFixed(1)}) jump=${jmp.works ? "ok" : "BROKEN"}(Δy${jmp.deltaY.toFixed(1)}) dig=${dig.works ? "ok" : "BROKEN"}(${dig.before ?? "no-target"}${dig.after ?? "?"})`;
const summary = `physics probe: forward=${fwd.works ? "ok" : "BROKEN"}(best=${fwd.bestDir}@${fwd.bestDist.toFixed(1)}) jump=${jmp.works ? "ok" : "BROKEN"}(Δy${jmp.deltaY.toFixed(1)}) dig=${dig.works ? "ok" : "BROKEN"}(${dig.before ?? "no-target"}${dig.after ?? "?"})`;
appendDiary(summary);
return {
+68 -27
View File
@@ -62,49 +62,90 @@ export const skill = Object.freeze({
ensurePathfinder(bot);
setMovementsForTravel(bot);
const here = bot.entity.position;
// 2026-05-26: probe-then-go. Try all 4 cardinal directions for
// 800 ms each, pick the one where we actually moved, then commit
// a long blind walk in that direction. Pathfinder timeouts on
// this server mean we can't trust GoalNear; cardinal probing
// gives us a free-direction signal cheaply.
const dist = Math.max(24, args.distance ?? 48);
const q = args.quadrant ?? nextQuadrant(bot);
const tx = Math.round(here.x + q.x * dist);
const tz = Math.round(here.z + q.z * dist);
const trials = await probeCardinalStep(bot, 800);
const best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0, yaw: 0, name: "?" });
info("action", `explore.far: cardinal probe trials=${trials.map((t) => `${t.name}:${t.dist.toFixed(1)}`).join(" ")} best=${best.name}`);
if (best.dist < 0.5) {
// All cardinals blocked. Same wedged-jump as wander.
info("action", "explore.far: wedged — jump fallback");
try { await bot.look(best.yaw ?? 0, 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, 3_000));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
return { ok: true, code: "done", detail: { mode: "wedged-jump", trials }, worldDelta: { movedTo: null } };
}
const here = bot.entity.position.clone();
const tx = Math.round(here.x + Math.sin(-best.yaw) * dist);
const tz = Math.round(here.z + Math.cos(-best.yaw) * dist);
const ty = Math.round(here.y);
info("action", `explore.far: ${tx},${ty},${tz} (quad=${q.x},${q.z}, dist=${dist})`);
info("action", `explore.far: walking ${best.name}${tx},${ty},${tz}`);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 4)),
60_000,
45_000,
`explore.far(${tx},${tz})`,
);
return {
ok: true,
code: "done",
detail: { to: { x: tx, y: ty, z: tz }, quadrant: q },
ok: true, code: "done",
detail: { to: { x: tx, y: ty, z: tz }, dir: best.name },
worldDelta: { movedTo: { x: tx, y: ty, z: tz } },
};
} catch (e) {
warn("action", `explore.far failed: ${e.message}blind walking`);
warn("action", `explore.far pathfinder failed: ${e.message}continuing blind`);
try { await bot.look(best.yaw, 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
const dx = tx - here.x;
const dz = tz - here.z;
const yaw = Math.atan2(-dx, -dz);
await bot.look(yaw, 0, true);
bot.setControlState("forward", true);
bot.setControlState("jump", true);
await new Promise((r) => setTimeout(r, 5_000));
await new Promise((r) => setTimeout(r, 7_000));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
return {
ok: true,
code: "done",
detail: { mode: "blind", quadrant: q },
worldDelta: { movedTo: null },
};
} catch (e2) {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
return { ok: false, code: "failed", detail: `${e.message}; blind ${e2.message}`, worldDelta: null };
}
return {
ok: true, code: "done",
detail: { mode: "blind", dir: best.name },
worldDelta: { movedTo: null },
};
}
},
});
const CARDINAL_YAWS = [
{ name: "N", yaw: Math.PI },
{ name: "E", yaw: -Math.PI / 2 },
{ name: "S", yaw: 0 },
{ name: "W", yaw: Math.PI / 2 },
];
async function probeCardinalStep(bot, durationMs = 800) {
const trials = [];
for (const { name, yaw } of CARDINAL_YAWS) {
try { await bot.look(yaw, 0, true); } catch {}
const before = bot.entity.position.clone();
bot.setControlState("forward", true);
try {
await new Promise((r) => setTimeout(r, durationMs));
} finally {
bot.setControlState("forward", false);
}
const after = bot.entity.position;
const dist = Math.hypot(after.x - before.x, after.z - before.z);
trials.push({ name, yaw, dist });
await new Promise((r) => setTimeout(r, 150));
}
return trials;
}