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
+10 -1
View File
@@ -72,6 +72,7 @@ function hasAny(inv, names) {
const WOODEN_TOOLS = ["wooden_axe", "wooden_pickaxe", "wooden_sword"];
const STONE_TOOLS = ["stone_axe", "stone_pickaxe", "stone_sword"];
const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
// A "stage reached" predicate: once the bot has wooden tools, wood.16 is
// implicitly considered done even if the log stack is now empty (the bot
@@ -86,6 +87,12 @@ function hasStoneTier(inv) {
return STONE_TOOLS.some((n) => has(inv, n));
}
function hasVisibleFoodTarget(snap) {
const passives = snap?.nearbyEntities?.passives ?? [];
if (passives.some((e) => PASSIVE_FOOD_MOBS.has(e.name))) return true;
return (snap?.nearbyEntities?.droppedItems?.length ?? 0) > 0;
}
const MILESTONES = [
{
id: "wood.16",
@@ -157,7 +164,9 @@ const MILESTONES = [
);
return carrying || (snap?.food ?? 20) >= 18;
},
suggest: () => ({ skillId: "survive.acquire-food" }),
suggest: (_inv, snap) => ({
skillId: hasVisibleFoodTarget(snap) ? "survive.acquire-food" : "survive.scout-food",
}),
},
{
id: "storage.chest",