fix(runtime): unstick wander loop + chop radius + explore.far skill

Follow-up to the iteration-1 fixes. Live smoke on play.xmatic.team
revealed the bot was spawning into a tree-less plain (no log within
32 blocks of spawn), looping wander→gather→no_target→wander
forever inside a 16-block box.

- runtime/actions.js: chopNearestTree search radius 32 → 64 (still no
  trees on this spawn, but a normal biome will be served well by it).
  wander now has a blind-walk fallback when pathfinder times out
  (look+forward+jump for 3 s) so the bot at least unsticks from leaves
  or pillars. Pathfinder timeout reduced 30 s → 15 s.
- runtime/skills/explore-far.js: new explore.far skill — walks ~48
  blocks in a quadrant (NE/SE/SW/NW, rotating per call) so successive
  hints actually circle the spawn instead of bouncing in place. Blind
  walk fallback included.
- runtime/reflex.js: when the scheduler is told to wander twice in a
  row by gather.* recover hints, it now dispatches explore.far instead
  so the bot actually leaves the patch it's stuck in. Resets the
  consecutiveWanderHints counter on any success.
- runtime/reflex.js (sleep): no longer dispatches when the bot has
  neither a bed in inventory NOR a known shelter/base location —
  saved one dispatch + 5-min cooldown per restart at night.
- runtime/reflex.js (eat): inventory check + lastEatAt always updated
  fix the eat-spam loop observed live (every tick fired "eat" → "no
  food in inventory" → again).
- runtime/skills/chop-logs.js: recognise "no log within ..." as
  no_target so the recover hint switches the bot to wander/explore.

npm test 124/124.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-26 11:18:36 +03:00
co-authored by Claude Opus 4.7
parent 29542f0559
commit 19dc8e12c6
6 changed files with 206 additions and 9 deletions
+1 -1
View File
@@ -32,7 +32,7 @@ export const skill = Object.freeze({
};
}
const msg = String(res.detail ?? "");
const code = msg.includes("no reachable log")
const code = (msg.includes("no reachable log") || msg.includes("no log within"))
? "no_target"
: msg.includes("timed out")
? "timeout"
+110
View File
@@ -0,0 +1,110 @@
// explore.far — walk ~48 blocks in a single direction, away from where
// the bot currently stands. Used as the wander hint target when
// gather.* skills can't find their resource in the bot's immediate
// neighbourhood (e.g. spawn protection with no trees inside 64 blocks).
//
// Picks a heading by quadrant rotation (NE → SE → SW → NW) so successive
// calls actually circle the spawn instead of bouncing within the same
// patch.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { info, warn } from "../log.js";
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 = true;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
// Per-bot quadrant rotation.
const quadrantOf = new WeakMap();
const QUADRANTS = [
{ x: +1, z: -1 }, // NE
{ x: +1, z: +1 }, // SE
{ x: -1, z: +1 }, // SW
{ x: -1, z: -1 }, // NW
];
function nextQuadrant(bot) {
const idx = (quadrantOf.get(bot) ?? -1) + 1;
quadrantOf.set(bot, idx);
return QUADRANTS[idx % QUADRANTS.length];
}
export const skill = Object.freeze({
id: "explore.far",
title: "Walk ~48 blocks in one direction",
timeoutMs: 90_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
return { ok: true };
},
async execute(ctx, args = {}) {
const bot = ctx.bot;
ensurePathfinder(bot);
setMovementsForTravel(bot);
const here = bot.entity.position;
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 ty = Math.round(here.y);
info("action", `explore.far: → ${tx},${ty},${tz} (quad=${q.x},${q.z}, dist=${dist})`);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 4)),
60_000,
`explore.far(${tx},${tz})`,
);
return {
ok: true,
code: "done",
detail: { to: { x: tx, y: ty, z: tz }, quadrant: q },
worldDelta: { movedTo: { x: tx, y: ty, z: tz } },
};
} catch (e) {
warn("action", `explore.far failed: ${e.message} — blind walking`);
try {
const dx = tx - here.x;
const dz = tz - here.z;
const yaw = Math.atan2(-dx, -dz);
await bot.look(yaw, 0, true);
bot.setControlState("forward", true);
bot.setControlState("jump", true);
await new Promise((r) => setTimeout(r, 5_000));
bot.setControlState("forward", false);
bot.setControlState("jump", false);
return {
ok: true,
code: "done",
detail: { mode: "blind", quadrant: q },
worldDelta: { movedTo: null },
};
} catch (e2) {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
return { ok: false, code: "failed", detail: `${e.message}; blind ${e2.message}`, worldDelta: null };
}
}
},
});
+2
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@@ -25,6 +25,7 @@ import { info, warn } from "../log.js";
import { skill as chopLogs } from "./chop-logs.js";
import { skill as eat } from "./eat.js";
import { skill as wander } from "./wander.js";
import { skill as exploreFar } from "./explore-far.js";
import { skill as gatherStone } from "./gather-stone.js";
import { skill as gatherWool } from "./gather-wool.js";
import { skill as chooseBase } from "./choose-base.js";
@@ -60,6 +61,7 @@ function register(skill) {
register(chopLogs);
register(eat);
register(wander);
register(exploreFar);
register(gatherStone);
register(gatherWool);
register(chooseBase);