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>
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@@ -173,7 +173,31 @@ export async function fleeFrom(bot, fromEntity, distance = 16) {
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);
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return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
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} catch (e) {
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warn("action", `flee failed: ${e.message}`);
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warn("action", `flee path failed: ${e.message}; trying blind retreat`);
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const before = bot.entity.position.clone?.() ?? { ...bot.entity.position };
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try { bot.pathfinder?.stop?.(); } catch {}
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try { await bot.look(-Math.atan2(dx / len, dz / len), 0, true); } catch {}
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bot.setControlState("forward", true);
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bot.setControlState("jump", true);
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try {
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await new Promise((r) => setTimeout(r, 7_000));
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} finally {
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bot.setControlState("forward", false);
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bot.setControlState("jump", false);
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}
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const after = bot.entity.position;
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const moved = Math.hypot(after.x - before.x, after.z - before.z);
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if (moved >= 4) {
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return {
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ok: true,
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detail: {
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to: { x: Math.round(after.x), y: Math.round(after.y), z: Math.round(after.z) },
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mode: "blind-retreat",
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moved,
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},
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};
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}
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warn("action", `flee blind retreat moved only ${moved.toFixed(2)} blocks`);
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return { ok: false, detail: e.message };
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}
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}
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