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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@@ -204,12 +204,20 @@ export async function runSkill(id, ctx, args = {}) {
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};
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}
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if (!pre.ok) {
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return {
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const result = {
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ok: false,
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code: pre.code ?? RUNNER_CODES.PRECONDITION_FAILED,
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detail: pre.detail ?? "preconditions failed",
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worldDelta: null,
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};
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if (typeof skill.recover === "function") {
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try {
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result.recovery = skill.recover(ctx, result) ?? null;
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} catch (e) {
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warn("skill", `${id}.recover threw: ${e.message}`);
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}
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}
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return result;
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}
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const timeoutMs = skill.timeoutMs ?? 30_000;
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