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