feat(runtime): hybrid script reflex + Ink TUI + Pi-on-demand escalation (#4)

* fix(mindcraft-skills): hard timeout on every skill call

mc_avoid_enemies (and 7 other tools) wrapped only in safeCall without a
withTimeout. When mindcraft's underlying pathfinder/pvp goal couldn't be
satisfied, the call never resolved — the Pi tick loop blocked forever.
Observed live: mc_avoid_enemies pending >10 minutes after one mc_observe.

safeCall now takes timeoutMs (default 30s) and wraps withTimeout itself,
so every tool gets a hard ceiling. Per-tool overrides:
  - goToPosition / goToNearestBlock: 120s / 90s (unchanged from before)
  - defendSelf / avoidEnemies: 45s
  - stay: secs*1000 + 10s
  - craft / consume / pickup / place: 30s
  - equip: 15s
collectBlock still uses its bespoke per-iter 75s loop.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

* feat(runtime): script-driven reflex daemon + Ink TUI dashboard

Pure-Pi runtime had three failure modes in practice:
  - slow: 20-60s per decision because LLM was in the hot path
  - expensive: every tick (defend, eat, idle) paid for a reasoning pass
  - invisible: required tmux capture-pane to know what the bot was doing

New runtime/ layer is a long-running Node daemon that owns the MC
connection, ticks a priority-ordered reflex chain (defend > eat > sleep
> idle) with NO LLM in the hot path, and exposes status + commands over
a Unix-socket IPC. tui/ is an Ink dashboard that attaches over IPC and
can detach freely — multiple TUI clients can connect at once.

Pi/Codex are still available, but as on-demand escalation: TUI hotkey
'a' spawns `pi -p "<prompt>"` as a subprocess and streams stdout into
the dashboard. The self-improvement loop (proposals → operator approval
→ Pi-driven patch → hot reload) is documented in docs/runtime.md but
not yet wired.

Reflex bodies are stubs today — they log decisions but don't drive
Mineflayer actions yet. The priority chain, IPC contract, and TUI are
fully working; subsequent commits will fill in defend/eat/sleep bodies
and wire automatic escalation.

Run with `npm run bot` + `npm run tui`. Pi-only fallback stays at
`npm run agent`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit was merged in pull request #4.
This commit is contained in:
Yuriy Mayatnikov
2026-05-25 16:04:48 +03:00
committed by GitHub
co-authored by Claude Opus 4.7 mayatnikov
parent 989ddf335e
commit 1e3b36a9a1
16 changed files with 2464 additions and 75 deletions
+76
View File
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// Reflex layer: priority-ordered list of pure-script behaviors. Each reflex
// inspects the latest snapshot and either returns a no-op or starts an action.
// LLM is NOT called here. If every reflex declines, the tick yields and we try
// again next interval. Escalation to Pi happens elsewhere, only when the bot
// has been idle/stuck for an extended window.
import { info, warn } from "./log.js";
const REFLEX_LOG = "reflex";
// A reflex returns one of:
// { action: "noop" } — nothing to do
// { action: "starting", kind, detail } — kicked off async work
// { action: "completed", kind, detail } — fully sync, already done
// Reflexes must NEVER throw — they should log and return noop on failure.
function defendReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
if (!s.closestHostile) return { action: "noop" };
if (s.closestHostile.distance > 6) return { action: "noop" };
// Stub: just log. Real attack/flee logic comes in a follow-up commit.
info(REFLEX_LOG, `defend: hostile ${s.closestHostile.name} at ${s.closestHostile.distance}m (stub, no action yet)`);
return { action: "completed", kind: "defend-stub", detail: s.closestHostile };
}
function eatReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
if (s.food === undefined || s.food >= 16) return { action: "noop" };
// Stub: log only. consume() integration arrives with the actions module.
info(REFLEX_LOG, `eat: hunger ${s.food}/20 (stub, no action yet)`);
return { action: "completed", kind: "eat-stub", detail: { food: s.food } };
}
function sleepReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
if (s.isDay) return { action: "noop" };
if (!s.inventory?.["red_bed"] && !s.inventory?.["white_bed"]) return { action: "noop" };
info(REFLEX_LOG, `sleep: night detected, bed in inventory (stub)`);
return { action: "completed", kind: "sleep-stub" };
}
function idleReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
// Once every ~10 ticks, log a heartbeat with HP/food/pos. Tunable later.
ctx.idleCounter = (ctx.idleCounter ?? 0) + 1;
if (ctx.idleCounter % 10 !== 0) return { action: "noop" };
info(REFLEX_LOG, `idle: hp=${s.health} food=${s.food} pos=${s.position?.x},${s.position?.y},${s.position?.z}`);
return { action: "completed", kind: "idle-heartbeat" };
}
const REFLEXES = [
{ name: "defend", fn: defendReflex },
{ name: "eat", fn: eatReflex },
{ name: "sleep", fn: sleepReflex },
{ name: "idle", fn: idleReflex },
];
export function runTick(ctx) {
for (const reflex of REFLEXES) {
let outcome;
try {
outcome = reflex.fn(ctx);
} catch (e) {
warn(REFLEX_LOG, `reflex ${reflex.name} threw: ${e?.message ?? e}`);
continue;
}
if (!outcome || outcome.action === "noop") continue;
// First non-noop wins — stop the chain so we don't double-act per tick.
return { reflex: reflex.name, ...outcome };
}
return null;
}