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>
This commit is contained in:
2026-05-28 09:20:07 +03:00
co-authored by Claude Opus 4.7
parent b68d4b3ee7
commit 1cf60f81e9
19 changed files with 548 additions and 106 deletions
+25 -1
View File
@@ -173,7 +173,31 @@ export async function fleeFrom(bot, fromEntity, distance = 16) {
);
return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
} catch (e) {
warn("action", `flee failed: ${e.message}`);
warn("action", `flee path failed: ${e.message}; trying blind retreat`);
const before = bot.entity.position.clone?.() ?? { ...bot.entity.position };
try { bot.pathfinder?.stop?.(); } catch {}
try { await bot.look(-Math.atan2(dx / len, dz / len), 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, 7_000));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
const after = bot.entity.position;
const moved = Math.hypot(after.x - before.x, after.z - before.z);
if (moved >= 4) {
return {
ok: true,
detail: {
to: { x: Math.round(after.x), y: Math.round(after.y), z: Math.round(after.z) },
mode: "blind-retreat",
moved,
},
};
}
warn("action", `flee blind retreat moved only ${moved.toFixed(2)} blocks`);
return { ok: false, detail: e.message };
}
}