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
+6
View File
@@ -21,10 +21,13 @@ const SAFE_OVERRIDES = new Set([
"survive.flee",
"survive.sleep",
"survive.eat",
"survive.acquire-food",
"survive.scout-food",
"survive.pillar-up",
"recovery.tunnel-out",
"explore.far",
"explore.wander",
"village.relocate",
"village.build-shelter",
"village.choose-base",
]);
@@ -45,6 +48,9 @@ const MODE_TO_SKILL = Object.freeze({
"tunnel-out": "recovery.tunnel-out",
explore: "explore.far",
wander: "explore.far",
scout_food: "survive.scout-food",
"scout-food": "survive.scout-food",
relocate: "village.relocate",
});
function normalisePreferSkill(raw) {