v0.3.1: survival behaviour overhaul — storyline, biome-aware scout, wedge-relocate, food/perf fixes, monitor TUI (#28)
* docs(v0.3.1): PRD — LLM prompt cost optimization
Design-only commit; no runtime changes. Spec for the next patch iteration.
Goal: cut per-advise() input tokens from ~800 to ≤300, preserving the
LLM's ability to produce valid registered skill ids and useful rationale.
Five proposed changes ranked by impact:
P1 Compact registry format (saves ~350t/call) — group by namespace,
comma-list ids, drop human titles. Default mode for advisor;
verbose mode kept for postmortem/reflect.
P2 Need-scoped registry (~50t additional) — show LLM only skills
relevant to the active Maslow need + always-available safety
skills (survive.flee, pillar-up, recovery.tunnel-out, explore.*).
P3 Snapshot pruning (~50t) — drop weather/experience/dimension/biome/
players from the user prompt; the LLM doesn't consult them.
P4 Prompt caching probe — check if TimeWeb passes through
prompt_tokens_details.cached_tokens. If yes, restructure prefix
to maximize cache hits (cached input is ~10x cheaper at OpenAI).
P5 Per-trigger cost telemetry in scripts/list-improvements.js --stats:
avg_in / avg_out / cost_₽ / share% per trigger_reason, using
TIMEWEB_PRICE_IN_RUB_PER_M and TIMEWEB_PRICE_OUT_RUB_PER_M env.
Trigger: TimeWeb admin panel after first day of v0.3.0 live showed
34K tokens / day at low activity. At cap budget that projects to
~480₽/month (101₽/M in, 608₽/M out for gpt-5.4-mini). Manageable
but the savings are mostly free — repeated infra tokens, not signal.
All changes are additive; runtime behaviour stays the same. If the
LLM produces worse advice with the compact registry, flip back via a
single constant in fast-advisor.js.
Acceptance: re-run scripts/check-timeweb.js probe 3 — expect
tokens_in ≤ 300 (was ~800). Live for 1h, check --stats: avg_in ≤ 300
per trigger group. Existing 360 tests still green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.3.1): storyline — canonical Minecraft survival quest
The bot has been stuck in a loop for two days:
acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat
Diagnosis: manifesto + LLM advisor both correctly identify "you need
food" but neither expresses *what concretely to do next*. Manifesto is
a priority ladder (need-detection), not a narrative arc.
This commit adds the missing narrative layer — an ordered list of
operational steps that mirror the vanilla Minecraft survival path:
1. orient_self — Понять где я
2. first_wood — Собрать 8 поленьев
3. crafting_basics — Сделать верстак и палки
4. first_tools — Деревянные орудия
5. first_food — Найти первую еду
6. shelter_minimal — Простой шелтер с кроватью
7. stone_tier — Каменные орудия
8. food_security — Запас еды на 16+
9. iron_age — Железо и печь
10. settle_base — Постоянная база
11. village_grow — Развивать деревню (ongoing)
Each step has:
- completed(snapshot) → bool — detects achievement from snapshot
- suggestSkill(snapshot) → { skillId, args? } — concrete next dispatch
- emergencyPause(snapshot) → bool — defers to manifesto L0 alive
emergencies (low HP near hostile, lava under foot, food = 0)
- narration_ru — chat-friendly Russian one-liner spoken on entry
Components:
- runtime/goal/storyline.js — 11-step canonical quest catalogue
- runtime/goal/state.js — pickCurrentStep(snapshot) walks the list,
returns first non-completed step + its suggestion. 3s cache.
Validates suggestSkill's skillId against the live registry.
- runtime/reflex.js — curriculumReflex dispatch priority is now:
1. manifesto (L0 alive emergencies always win)
2. storyline (concrete operational subgoal)
3. curriculum plan (legacy fallback)
Tests pass ctx.disableStoryline=true for isolation.
- runtime/bot.js — snapshot.storyStep populated each tick so
chatter/advisor/reflect observers see the same view.
- runtime/coach/fast-advisor.js — buildUserPrompt now embeds the
current step + its suggested skill, so LLM advice is anchored
("step 5 first_food, storyline wants survive.acquire-food, but
recent dispatches show it's failing — try explore.far + scout").
- runtime/coach/advisor-trigger.js — forwards ctx.storyStep into
advise() and logs step id at trigger time.
- runtime/coach/reflect.js — reflection prompt includes storyline
progress so 30-min self-assessment is anchored.
- runtime/persona/chatter.js — narrates step.narration_ru on
transition. Rate-limited via existing maybeNarrateRaw().
New operator CLI:
- scripts/show-story.js — fetches the live snapshot via IPC sock and
prints step progress with ✓/→/ markers, current skill, inventory.
Falls back to --plain catalogue view when bot offline.
Token cost impact: ~+30 input tokens per advise() call (one extra
line in user prompt). Trivial vs the value of grounding LLM advice
in a concrete narrative.
Operator usage:
node scripts/show-story.js # live progress + which step + why
node scripts/show-story.js --plain # static catalogue of all 11 steps
Tests: 376 green (was 360, +16 storyline tests).
Also in this branch (already committed): dev/v0.3.1/PRD.md —
LLM prompt cost optimization design doc.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* fix(v0.3.1): storyline beats manifesto L1+ (only L0 alive emergencies override)
Found in live logs after the previous commit deployed:
storyline: step 1/11: orient_self → explore.wander
advisor-trigger: firing because wedged (planned=survive.acquire-food, ...)
Manifesto was still picking survive.acquire-food (L1 food) over the
storyline's orient_self → explore.wander. That's the wrong precedence —
storyline expresses a *concrete operational subgoal* and L1+ manifesto
needs are just "you'd benefit from food" priorities, not emergencies.
New dispatch precedence in curriculumReflex:
1. manifesto L0 (alive emergencies: lava, low-HP+hostile, food=0)
2. storyline (concrete narrative subgoal — beats L1+ manifesto)
3. manifesto L1+ (fallback when storyline has no concrete suggestion)
4. curriculum plan (legacy fallback)
This way the bot starts following the narrative arc even while
manifesto's L1 food is technically unsatisfied — orient_self runs to
completion before pursuing food explicitly. Storyline already handles
food as step 5 (first_food), so we're not skipping it.
Tests: 378 green (+2 priority-ordering tests):
- L0 manifesto emergency: upstream reflex (defend/modes) catches before
curriculum dispatch
- storyline beats manifesto when both have suggestions: well-fed bot
with logs → craft.planks (storyline crafting_basics), not gather.logs
(manifesto L2)
- updated "manifesto fallback" test to require disableStoryline=true
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(tui): fullscreen monitor-only TUI (opencode-style)
Replaces the old tui/tui.tsx hotkey-heavy dashboard with a read-only
observability screen. Operator actions live in scripts/* now —
TUI is for watching, not driving.
Layout (top to bottom, all auto-resizing to terminal):
1. Header — MC/IPC status, pos, HP, food, day/night, hostiles
2. Storyline — current step + 11-step quest map (✓/→/○)
3. Activity — last N skill dispatches (colour by outcome)
4. MC Chat — last N chat lines (cyan for bot, yellow for players)
5. Advisor — last N LLM recommendations (trigger + outcome + tokens)
6. Improvements — open requests from knowledge.improvement_requests
7. Footer — 24h token usage + cost in ₽ + q-to-quit
Data sources:
- IPC sock: snapshot frames, log frames, chat frames (push)
- SQLite knowledge.db: advisor_recommendations + improvement_requests
polled every 5s (pull)
Token cost displayed live using TIMEWEB_PRICE_IN_RUB_PER_M /
TIMEWEB_PRICE_OUT_RUB_PER_M env vars (defaults: 101 / 608 for
gpt-5.4-mini).
Switches:
- npm run tui → new monitor (this file)
- npm run tui:legacy → old action-driven tui/tui.tsx (kept for now)
Implementation notes:
- Uses ink + alternate-screen-buffer ANSI for proper "opencode-feel"
fullscreen behaviour; restores prior terminal contents on quit.
- Skips alt-screen and useInput when stdin/stdout isn't a TTY
(smoke tests, piped output) — both gracefully degrade.
- Stable React keys via per-event uid counter, avoids reconciler
duplicate-key warnings as logs/chat/dispatches stream in.
- Resize handled via 1s stdout-dimension poll, NOT direct
'resize' listener (which conflicts with ink's own listener and
triggers MaxListenersExceededWarning).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* ui(tui): compact 4-section monitor (was 6) — fits 1080p without zoom
Operator reported the TUI overflowed the screen unless terminal was
zoomed way out. The 11-step storyline list alone was eating ~13
rows, and each advisor/improvement entry took 2-3 rows. Now:
- Header + storyline collapsed into one panel (2 lines):
line 1: pepa · ●MC ●IPC · 1m50s · pepa_bot · (697,61,702) · HP 20 · food 5 · ☀ · ⚔60(creeper@58b)
line 2: story ▓▒░░░░░░░░░ 1/11 orient_self · Понять где я → explore.wander
The 11-step ladder is now a unicode progress bar (▓ done, ▒ current,
░ pending) — same info, fits in one row.
- Advisor entries: one line each instead of two.
✓ wedged_60s → survive.flee 802t 1900ms
(outcome mark / trigger / target skill / tokens / latency)
- Improvements entries: one line each instead of two.
#1 P2 ×3 Add craft.iron-pickaxe skill
Description dropped from the row — use `node scripts/list-improvements.js`
for full text.
- Sections: 4 (was 6).
[header+story] · [activity | chat] · [advisor | improvements] · [footer]
Tested on a typical 1080p terminal — fits comfortably without zoom.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* 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>
* fix(coach/trigger-tuner): crash after ~1h — runOnce is sync, not a Promise
The live bot died overnight with:
TypeError: runOnce(...).catch is not a function
at trigger-tuner.js:42 → [supervisor] child exited code=1
attach() wrapped the timer body as `runOnce().catch(...)` but
runOnce() returns a plain {ok, flagged, ...} object (pure SQL, no
await). The first tuner tick (60min after spawn) threw → killed the
whole bot process. Never surfaced before because the bot rarely ran
uninterrupted for a full hour during development.
Fix: guard the synchronous call with try/catch, matching how
persona/chatter.js already does its sync tick. (postmortem.drainOnce
and reflect.runOnce ARE async, so their .catch is correct — audited.)
Regression test added: captures the setInterval callback and invokes
it synchronously, asserting it does not throw.
Tests: 397 green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* fix(v0.3.1): mechanical food/stuck fixes — bot reaches the chicken now
The wedge wasn't only in the manifesto layer; several mechanical bugs
kept the bot in a dead random-walk:
- storyline / manifesto / curriculum: "local food" now means an edible
passive mob within <=32 blocks. A distant chicken or a cod no longer
fools the bot into dispatching acquire-food (which then fails on
no_path). Long-range food goes through scout-food instead.
- scout-food: partial approach to a target now counts as progress
(approached_target, e.g. moved:14); a blocked heading is NOT counted
as movement; added blind/tunnel fallback so it doesn't die when the
pathfinder can't route cleanly.
- acquire-food: on no_path it now also tries a blind/tunnel approach to
the animal; no_drop routes back into food scouting instead of giving
up.
- explore.far / relocate / flee: fewer false "done" results (micro-steps
no longer counted as success), more genuine escapes from stuck.
- scripts/show-story.js: live IPC now actually renders the current
storyline step.
Verification: scripts/lint-patch.js clean; npm test 404/404 green; bot
relaunched in tmux `pepa`. Live logs show real progress — bot switched
to survive.scout-food, approached the chicken (approached_target
moved:14), then reached survive.acquire-food: hunting chicken. Food
isn't fully closed yet but the remaining issue is concrete pickup/drop,
not dead random-walk.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* fix(v0.3.1): sated bot stops chasing food + perf-leak + fuzzy improvement dedup
Third day of "bot just walks back and forth burning tokens". Root
causes were mechanical, not the manifesto:
1. SATED BOT CHASING FOOD (the big one)
Bot had food=17 (nearly full) but storyline first_food + manifesto
L1 required 2+ food ITEMS in inventory, so it looped scout-food /
acquire-food for hours instead of working. Now both treat a hunger
bar >= 14 (SATED_FOOD) as satisfied even with empty food inventory —
a full bot chops wood / makes tools and grabs food opportunistically,
only hard-pursuing food when actually hungry (< 14).
manifesto/needs.js foodDetect + goal/storyline.js first_food.completed.
2. perf_hooks MEMORY LEAK (overnight OOM suspect)
"MaxPerformanceEntryBufferExceededWarning: 1,000,001 measure entries".
mineflayer/pathfinder emit perf marks we never consume. Added a
60s reaper in bot.js (performance.clearMeasures/clearMarks). unref'd.
3. IMPROVEMENT QUEUE SELF-DUPLICATING
The LLM re-filed closed gaps with reworded titles (#5/#8/#9 were
dupes of implemented #1/#2/#3). Exact-title dedup missed them.
Replaced with token-set fuzzy match (isDuplicateTitle): jaccard>=0.75
OR >=3 shared meaningful tokens with jaccard>=0.5. Also: a re-filed
gap that's already implemented/rejected is NOT resurrected as a new
open row. Cleared all 5 open requests (now genuinely implemented).
Also confirmed (no change needed):
- canDig=true is a DELIBERATE codebase-wide choice ("without it the bot
gets permanently stuck", actions.js). The stale memory recommending
canDig=false is updated. ViaBackwards dig works partially (dug:1
moved:1.8 observed); false would trap the bot in every pit.
- scout-food already has blind/tunnel fallback + 12s step timeout
(operator's earlier edits) so trapped-pathfinder degrades instead of
hanging 30s.
Tests: 407 green (was 404). Updated needs/state/storyline tests for the
SATED_FOOD threshold; added fuzzy-dedup + tokenize/jaccard tests.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
---------
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
This commit was merged in pull request #28.
This commit is contained in:
@@ -0,0 +1,367 @@
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// Storyline — canonical Minecraft survival quest the bot lives inside.
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//
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// Why this exists (rationale, 2026-05-27 evening):
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//
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// After v0.3.0 went live the bot got stuck in a loop:
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// acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat
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//
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// Manifesto + LLM advisor both correctly say "you need food" but
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// neither expresses *what concretely to do next*: scout 64 blocks N
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// for cows; chop oak nearby; place a crafting table. The bot has no
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// narrative arc, just a priority ranking of unsatisfied needs.
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//
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// Storyline fixes this by laying down the classic vanilla Minecraft
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// survival path as an ordered list of *concrete* steps. Each step
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// owns:
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// - id, title, narration_ru (chat-friendly Russian one-liner)
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// - completed(snapshot) → bool — detects if this step's goal has
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// been achieved purely from snapshot
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// - suggestSkill(snapshot) → { skillId, args? } | null — the
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// concrete next dispatch for the step's pursuit
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// - emergencyPause(snapshot) → bool — true if a higher-priority
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// condition (low HP near hostile, lava under foot, etc.) means we
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// should drop story progression for a tick
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//
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// The runtime/goal/state.js picker walks the list and returns the
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// first non-completed step, with its suggestSkill. That feeds into:
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// - reflex.js dispatch picking (storyline overrides curriculum, but
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// manifesto L0 alive emergencies still win)
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// - persona/chatter.js — narrates step start in MC chat
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// - coach/fast-advisor.js — user prompt includes current step so
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// the LLM advice is anchored in the actual narrative
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// - postmortem / reflect — the LLM can flag missing skills using
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// the current step as concrete context
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//
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// Storyline order mirrors manifesto levels but is more *operational*:
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// where manifesto says "L2 tools_wood satisfied if you have a wood
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// pickaxe", storyline says "step first_tools: place crafting table,
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// craft wooden pickaxe + axe + sword, with these specific subgoals."
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const PICKAXE_WOOD = new Set(["wooden_pickaxe", "stone_pickaxe", "iron_pickaxe", "diamond_pickaxe", "netherite_pickaxe"]);
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const AXE_WOOD = new Set(["wooden_axe", "stone_axe", "iron_axe", "diamond_axe", "netherite_axe"]);
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const SWORD_WOOD = new Set(["wooden_sword", "stone_sword", "iron_sword", "diamond_sword", "netherite_sword"]);
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const PICKAXE_STONE = new Set(["stone_pickaxe", "iron_pickaxe", "diamond_pickaxe", "netherite_pickaxe"]);
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const BED_ITEMS = [
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"white_bed", "orange_bed", "magenta_bed", "light_blue_bed", "yellow_bed",
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"lime_bed", "pink_bed", "gray_bed", "light_gray_bed", "cyan_bed",
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"purple_bed", "blue_bed", "brown_bed", "green_bed", "red_bed", "black_bed",
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];
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const FOOD_ITEMS = [
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"bread", "cooked_beef", "cooked_porkchop", "cooked_chicken", "cooked_mutton",
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"cooked_rabbit", "cooked_cod", "cooked_salmon", "baked_potato",
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"apple", "carrot", "potato", "beetroot", "melon_slice", "sweet_berries",
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"golden_apple", "golden_carrot",
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];
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const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
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function hasSetItem(inv, set) {
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if (!inv) return false;
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for (const name of Object.keys(inv)) {
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if (set.has(name) && inv[name] > 0) return true;
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}
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return false;
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}
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function hasAny(inv, names) {
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if (!inv) return false;
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for (const n of names) if ((inv[n] ?? 0) > 0) return true;
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return false;
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}
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function countAny(inv, names) {
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if (!inv) return 0;
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let total = 0;
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for (const n of names) total += inv[n] ?? 0;
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return total;
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}
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function countLogs(inv) {
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if (!inv) return 0;
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let total = 0;
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for (const [name, count] of Object.entries(inv)) {
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if (name.endsWith("_log")) total += count;
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}
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return total;
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}
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function countPlanks(inv) {
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if (!inv) return 0;
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let total = 0;
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for (const [name, count] of Object.entries(inv)) {
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if (name.endsWith("_planks")) total += count;
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}
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return total;
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}
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function woodBudget(inv) {
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if (!inv) return 0;
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const placedOrCarriedTable = (inv.crafting_table ?? 0) > 0 ? 4 : 0;
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return countLogs(inv) * 4 + countPlanks(inv) + placedOrCarriedTable;
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}
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function blockCount(snap, kind) {
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const v = snap?.nearbyBlocks?.[kind];
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if (typeof v === "number") return v;
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if (v && typeof v.count === "number") return v.count;
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return 0;
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}
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function hasLocalFoodMob(snap, maxDistance = 32) {
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for (const e of snap?.nearbyEntities?.passives ?? []) {
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if (!PASSIVE_FOOD_MOBS.has(e?.name)) continue;
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if ((e.distance ?? Infinity) <= maxDistance) return true;
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}
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return false;
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}
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function emergencyPause(snap) {
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if (!snap?.connected) return false;
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const hp = snap.health ?? 20;
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const food = snap.food ?? 20;
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const hostile = snap.closestHostile;
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if (hp <= 5) return true;
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if (food <= 0) return true;
|
||||
if (hostile && (hostile.distance ?? Infinity) <= 5 && hp <= 12) return true;
|
||||
if (snap.hazards?.footBlock === "lava") return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
export const STORYLINE = Object.freeze([
|
||||
{
|
||||
id: "orient_self",
|
||||
title: "Понять где я",
|
||||
narration_ru: "Где я? Осмотрюсь и оценю место.",
|
||||
completed(snap) {
|
||||
if (!snap?.connected) return false;
|
||||
const hp = snap.health ?? 20;
|
||||
// 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 = blockCount(snap, "logs")
|
||||
+ blockCount(snap, "stone")
|
||||
+ blockCount(snap, "crops")
|
||||
+ blockCount(snap, "beds") > 0;
|
||||
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.
|
||||
return { skillId: "explore.wander", args: { radius: 12 } };
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
{
|
||||
id: "first_wood",
|
||||
title: "Собрать стартовое дерево",
|
||||
narration_ru: "Нужно дерево для первого крафта. Доберу минимум и сразу к верстаку.",
|
||||
completed(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
return woodBudget(inv) >= 16
|
||||
|| hasSetItem(inv, PICKAXE_WOOD)
|
||||
|| hasSetItem(inv, AXE_WOOD)
|
||||
|| hasSetItem(inv, SWORD_WOOD);
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
const trees = blockCount(snap, "logs");
|
||||
if (trees > 0) return { skillId: "gather.logs" };
|
||||
// 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,
|
||||
},
|
||||
|
||||
{
|
||||
id: "crafting_basics",
|
||||
title: "Сделать верстак и палки",
|
||||
narration_ru: "Делаю верстак и палки — без них ничего не скрафтить.",
|
||||
completed(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
return ((inv.stick ?? 0) >= 2 && countPlanks(inv) >= 4)
|
||||
|| hasSetItem(inv, PICKAXE_WOOD)
|
||||
|| hasSetItem(inv, AXE_WOOD)
|
||||
|| hasSetItem(inv, SWORD_WOOD);
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
if (countPlanks(inv) < 4) return { skillId: "craft.planks" };
|
||||
if ((inv.stick ?? 0) < 2) return { skillId: "craft.sticks" };
|
||||
return null;
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
{
|
||||
id: "first_tools",
|
||||
title: "Деревянные орудия",
|
||||
narration_ru: "Крафчу деревянный пикакс, топор и меч.",
|
||||
completed(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
return hasSetItem(inv, PICKAXE_WOOD)
|
||||
&& hasSetItem(inv, AXE_WOOD)
|
||||
&& hasSetItem(inv, SWORD_WOOD);
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
if (countPlanks(inv) < 4) {
|
||||
if (countLogs(inv) > 0) return { skillId: "craft.planks" };
|
||||
return { skillId: "gather.logs" };
|
||||
}
|
||||
if ((inv.stick ?? 0) < 2) return { skillId: "craft.sticks" };
|
||||
if (!hasSetItem(inv, PICKAXE_WOOD)) return { skillId: "craft.wooden-pickaxe" };
|
||||
if (!hasSetItem(inv, AXE_WOOD)) return { skillId: "craft.wooden-axe" };
|
||||
if (!hasSetItem(inv, SWORD_WOOD)) return { skillId: "craft.wooden-sword" };
|
||||
return null;
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
{
|
||||
id: "first_food",
|
||||
title: "Найти первую еду",
|
||||
narration_ru: "Нужна еда — ищу корову, курицу или ягоды.",
|
||||
completed(snap) {
|
||||
// Done if we have a stock (≥2 food items) OR the hunger bar is
|
||||
// comfortable (≥14). A sated bot should be chopping wood, not
|
||||
// chasing a chicken it doesn't need — it'll grab food
|
||||
// opportunistically when one wanders close.
|
||||
if (countAny(snap?.inventory, FOOD_ITEMS) >= 2) return true;
|
||||
if ((snap?.food ?? 20) >= 14) return true;
|
||||
return false;
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
// Only reached when the bot is actually hungry (food < 14) and
|
||||
// has no stock. Local mob → acquire-food; else long-range scout.
|
||||
if (hasLocalFoodMob(snap)) return { skillId: "survive.acquire-food" };
|
||||
return { skillId: "survive.scout-food" };
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
{
|
||||
id: "shelter_minimal",
|
||||
title: "Простой шелтер с кроватью",
|
||||
narration_ru: "Поставлю кровать и стены — пережить ночь.",
|
||||
completed(snap) {
|
||||
return blockCount(snap, "beds") > 0;
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
if (!hasAny(inv, BED_ITEMS)) {
|
||||
const wool = countAny(inv, [
|
||||
"white_wool", "orange_wool", "magenta_wool", "light_blue_wool",
|
||||
"yellow_wool", "lime_wool", "pink_wool", "gray_wool",
|
||||
"light_gray_wool", "cyan_wool", "purple_wool", "blue_wool",
|
||||
"brown_wool", "green_wool", "red_wool", "black_wool",
|
||||
]);
|
||||
if (wool >= 3 && countPlanks(inv) >= 3) return { skillId: "craft.bed" };
|
||||
if (wool < 3) return { skillId: "gather.wool" };
|
||||
}
|
||||
return { skillId: "village.build-shelter" };
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
{
|
||||
id: "stone_tier",
|
||||
title: "Каменные орудия",
|
||||
narration_ru: "Шахта по камню — нужен каменный сет.",
|
||||
completed(snap) {
|
||||
return hasSetItem(snap?.inventory, PICKAXE_STONE);
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
const cobble = inv.cobblestone ?? 0;
|
||||
if (cobble < 4) return { skillId: "gather.stone" };
|
||||
if ((inv.stick ?? 0) < 2) return { skillId: "craft.sticks" };
|
||||
if (!hasSetItem(inv, PICKAXE_STONE)) return { skillId: "craft.stone-pickaxe" };
|
||||
if (!hasAny(inv, ["stone_axe"])) return { skillId: "craft.stone-axe" };
|
||||
return { skillId: "craft.stone-sword" };
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
{
|
||||
id: "food_security",
|
||||
title: "Запас еды на 16+",
|
||||
narration_ru: "Делаю ферму или загон — еды должно быть с запасом.",
|
||||
completed(snap) {
|
||||
return countAny(snap?.inventory, FOOD_ITEMS) >= 16;
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
if ((inv.wheat_seeds ?? 0) > 0 && blockCount(snap, "crops") > 0) {
|
||||
return { skillId: "farm.wheat" };
|
||||
}
|
||||
return { skillId: "survive.acquire-food" };
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
{
|
||||
id: "iron_age",
|
||||
title: "Железо и печь",
|
||||
narration_ru: "Иду за железом — пора в шахту глубже.",
|
||||
completed(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
return (inv.iron_ingot ?? 0) >= 3 || (inv.iron_pickaxe ?? 0) > 0;
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
// No iron-specific gather skill yet — operator-facing improvement.
|
||||
return { skillId: "gather.stone" };
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
{
|
||||
id: "settle_base",
|
||||
title: "Постоянная база",
|
||||
narration_ru: "Выбираю место под деревню — нужно нормальное основание.",
|
||||
completed(snap) {
|
||||
return blockCount(snap, "beds") >= 1 && blockCount(snap, "storage") >= 1;
|
||||
},
|
||||
suggestSkill(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
if ((inv.chest ?? 0) === 0 && countPlanks(inv) >= 8) return { skillId: "craft.chest" };
|
||||
if ((inv.chest ?? 0) > 0) return { skillId: "village.place-chest" };
|
||||
return { skillId: "village.choose-base" };
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
|
||||
{
|
||||
id: "village_grow",
|
||||
title: "Развивать деревню",
|
||||
narration_ru: "Стою на ногах — теперь строю по плану деревни.",
|
||||
completed() { return false; }, // ongoing — never auto-completes
|
||||
suggestSkill(snap) {
|
||||
const inv = snap?.inventory ?? {};
|
||||
if ((inv.chest ?? 0) > 0 && countAny(inv, FOOD_ITEMS) > 0) {
|
||||
return { skillId: "village.deposit-surplus" };
|
||||
}
|
||||
return { skillId: "village.build-shelter" };
|
||||
},
|
||||
emergencyPause,
|
||||
},
|
||||
]);
|
||||
|
||||
export function getStep(id) {
|
||||
return STORYLINE.find((s) => s.id === id) ?? null;
|
||||
}
|
||||
|
||||
// Test exports
|
||||
export const __testing = {
|
||||
countLogs, countPlanks, countAny, hasAny, hasSetItem,
|
||||
FOOD_ITEMS, BED_ITEMS, emergencyPause, blockCount, woodBudget, hasLocalFoodMob,
|
||||
};
|
||||
Reference in New Issue
Block a user