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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@@ -54,13 +54,38 @@ test("L0 alive: zero food and have food → eat", () => {
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assert.equal(n.pursue(s).skillId, "survive.eat");
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});
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test("L0 alive: zero food and no food → acquire", () => {
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test("L0 alive: zero food and no visible target → scout-food", () => {
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const n = getNeed("alive");
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const s = snap({ food: 0, hasFood: false });
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assert.equal(n.detect(s), false);
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assert.equal(n.pursue(s).skillId, "survive.scout-food");
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});
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test("L0 alive: zero food with visible passive → acquire", () => {
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const n = getNeed("alive");
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const s = snap({
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food: 0,
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hasFood: false,
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nearbyEntities: { passives: [{ name: "cow", distance: 12 }], droppedItems: [] },
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});
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assert.equal(n.detect(s), false);
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assert.equal(n.pursue(s).skillId, "survive.acquire-food");
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});
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test("L0 alive: far or non-food passives do not trigger local acquire", () => {
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const n = getNeed("alive");
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assert.equal(n.pursue(snap({
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food: 0,
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hasFood: false,
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nearbyEntities: { passives: [{ name: "chicken", distance: 51 }], droppedItems: [] },
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})).skillId, "survive.scout-food");
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assert.equal(n.pursue(snap({
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food: 0,
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hasFood: false,
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nearbyEntities: { passives: [{ name: "cod", distance: 12 }], droppedItems: [] },
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})).skillId, "survive.scout-food");
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});
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test("L1 food: 6+ food items → satisfied", () => {
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const n = getNeed("food");
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assert.equal(n.detect(snap({ food: 10, inventory: { bread: 6 } })), true);
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@@ -73,6 +98,13 @@ test("L1 food: full saturation + any food → satisfied (no panic gathering)", (
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assert.equal(n.detect(snap({ food: 20, inventory: { bread: 3 } })), true);
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});
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test("L1 food: no local food target uses scout-food instead of local acquire loop", () => {
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const n = getNeed("food");
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const s = snap({ food: 10, hasFood: false, inventory: {} });
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assert.equal(n.detect(s), false);
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assert.equal(n.pursue(s).skillId, "survive.scout-food");
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});
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test("L2 tools_wood: starts with no logs → gather.logs", () => {
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const n = getNeed("tools_wood");
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const s = snap();
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@@ -105,6 +137,7 @@ test("L2 tools_wood: progression to pickaxe → axe → sword", () => {
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test("L3 shelter_basic: bed nearby → satisfied", () => {
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const n = getNeed("shelter_basic");
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assert.equal(n.detect(snap({ nearbyBlocks: { beds: 1 } })), true);
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assert.equal(n.detect(snap({ nearbyBlocks: { beds: { count: 1 } } })), true);
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assert.equal(n.detect(snap({ inventory: { red_bed: 1 } })), true);
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assert.equal(n.detect(snap()), false);
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});
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@@ -169,6 +202,7 @@ test("L8 armor_iron: iron_chestplate equipped → satisfied", () => {
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test("L9 village_seed: bed + storage nearby → satisfied", () => {
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const n = getNeed("village_seed");
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assert.equal(n.detect(snap({ nearbyBlocks: { beds: 1, storage: 1 } })), true);
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assert.equal(n.detect(snap({ nearbyBlocks: { beds: { count: 1 }, storage: { count: 1 } } })), true);
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});
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test("L9 village_seed: no chest → craft.chest if enough planks", () => {
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