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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@@ -115,6 +115,8 @@ test("normalisePreferSkill: 'survive_flee' shape gets translated to dot form", (
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test("normalisePreferSkill: passes through known dot-form skills unchanged", () => {
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assert.equal(normalisePreferSkill("survive.flee"), "survive.flee");
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assert.equal(normalisePreferSkill("explore.far"), "explore.far");
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assert.equal(normalisePreferSkill("survive.scout-food"), "survive.scout-food");
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assert.equal(normalisePreferSkill("village.relocate"), "village.relocate");
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});
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test("normalisePreferSkill: unknown values rejected (returns null)", () => {
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