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
+3 -3
View File
@@ -30,14 +30,14 @@ test("pickActiveNeed: fresh spawn → L0 alive if zero food", () => {
_resetForTest();
const a = pickActiveNeed(snap({ food: 0 }));
assert.equal(a.need.id, "alive");
assert.equal(a.skillId, "survive.acquire-food");
assert.equal(a.skillId, "survive.scout-food");
});
test("pickActiveNeed: hp ok, no food in inventory → L1 food (acquire)", () => {
test("pickActiveNeed: hp ok, no food in inventory → L1 food (scout)", () => {
_resetForTest();
const a = pickActiveNeed(snap());
assert.equal(a.need.id, "food");
assert.equal(a.skillId, "survive.acquire-food");
assert.equal(a.skillId, "survive.scout-food");
});
test("pickActiveNeed: food covered → L2 tools_wood (gather logs)", () => {