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 --------------------------------------------------------------