fix(perception): use numeric block ids — callback matchers silently fail under ViaBackwards
Root cause of "bot just stands still": every gather.* skill was using
bot.findBlock({ matching: (b) => names.includes(b.name) }), and under
mineflayer 1.21.4 + ViaBackwards the Block objects fed into the
callback have a wrong .name field (Block.type / numeric id is still
correct — this is mineflayer issue #2347). Every search returned null,
every skill reported "no_target", reflex looped wander → tunnel-out
forever. The bot's logs said "dispatch ok" while the operator watched
it pace in circles.
Proven live with a new diag.match skill on play.xmatic.team:
findBlocks({matching: numericIds}) → 50 hits
findBlocks({matching: (b) => b.name === ...}) → 0 hits ← the bug
findBlock({matching: (b) => b.name === ...}) → null ← the bug
findBlock({matching: numericIds}) → dark_oak_log @ (606,62,110)
After this fix the same bot from the same spawn dispatches gather.logs
and reaches the chop loop ("chop: dark_oak_log at 606,62,110 (tool=fists)")
instead of returning "no reachable log within 64 blocks".
Changes:
- runtime/perception.js (new): findBlocksByName / findNearestBlockByName
centralise the numeric-id workaround for any future skill.
- runtime/actions.js: chopNearestTree, sleepInBed, placeCraftingTable now
use perception. Also load mineflayer-tool plugin alongside collectblock
(collectblock 1.6 hard-requires bot.tool to dispatch a dig).
- gather-stone, gather-wool, deposit-surplus rewritten to numeric-id
search. gather-wool also loads mineflayer-tool.
- diagnose-scan.js (new): two diagnostic skills — diag.scan reports
findBlocks counts per radius for common blocks; diag.match cross-tests
the four matcher styles so this regression can be re-proven on demand.
- runtime/skills/index.js: registers diag.scan + diag.match.
Memory: project_findblock_callback_broken_under_viabackwards.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
+25
-27
@@ -11,9 +11,12 @@ const collectBlockPlugin =
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collectBlockPkg.default?.plugin ??
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collectBlockPkg.default ??
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collectBlockPkg;
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import toolPkg from "mineflayer-tool";
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const toolPlugin = toolPkg.plugin ?? toolPkg.default?.plugin ?? toolPkg.default ?? toolPkg;
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import { info, warn } from "./log.js";
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import { digEscapeTunnel } from "./skills/recovery-tunnel-out.js";
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import { findNearestBlockByName } from "./perception.js";
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// Hard timeout wrapper. Mineflayer goals (pathfinder, pvp targeting) can hang
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// when the goal is unreachable; without a ceiling the whole reflex chain stops.
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@@ -41,9 +44,16 @@ function ensurePathfinder(bot) {
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// chop primitive "clicked once and stopped" because bot.dig requires a
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// stable LoS that GoalGetToBlock doesn't always satisfy — bot ended up
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// in leaves above the log and swung once with no progress.
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let toolLoaded = new WeakSet();
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function ensureTool(bot) {
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if (toolLoaded.has(bot)) return;
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bot.loadPlugin(toolPlugin);
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toolLoaded.add(bot);
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}
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let collectBlockLoaded = new WeakSet();
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function ensureCollectBlock(bot) {
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ensurePathfinder(bot);
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ensureTool(bot); // collectblock requires bot.tool — see live error 2026-05-26
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if (collectBlockLoaded.has(bot)) return;
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bot.loadPlugin(collectBlockPlugin);
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collectBlockLoaded.add(bot);
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@@ -234,11 +244,8 @@ export async function sleepInBed(bot) {
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// Already in a bed?
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if (bot.isSleeping) return { ok: true, detail: "already sleeping" };
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// 1. Find a nearby placed bed first.
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const bedBlock = bot.findBlock({
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matching: (b) => BED_NAMES.includes(b?.name),
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maxDistance: 16,
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});
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// 1. Find a nearby placed bed first. Numeric-id search — see chopNearestTree.
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const bedBlock = findNearestBlockByName(bot, BED_NAMES, { maxDistance: 16 });
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if (bedBlock) {
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info("action", `sleep: nearest bed at ${bedBlock.position.x},${bedBlock.position.y},${bedBlock.position.z}`);
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@@ -284,10 +291,7 @@ export async function sleepInBed(bot) {
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// Re-scan for the placed bed (its block name may differ from the
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// item name slightly, e.g. on some servers, and the placement may
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// have shifted to an adjacent slot for the bed's second half).
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const placed = bot.findBlock({
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matching: (b) => BED_NAMES.includes(b?.name),
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maxDistance: 4,
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});
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const placed = findNearestBlockByName(bot, BED_NAMES, { maxDistance: 4 });
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if (!placed) return { ok: false, detail: "placed bed not found after placement" };
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await withTimeout(bot.sleep(placed), 10_000, "bot.sleep(placed)");
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return { ok: true, detail: { bedAt: placed.position, placed: true, name: carried.name } };
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@@ -356,20 +360,20 @@ function getBlacklist(bot) {
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export async function chopNearestTree(bot) {
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const blacklist = getBlacklist(bot);
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// findBlock invokes the matcher for blocks that pass the maxDistance
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// pre-filter; in dense areas some have a synthetic shape with no
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// `.position`. Guard or we crash before we even start pathfinding.
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// Search radius widened to 64 (2026-05-26): live spawn at this server
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// had no trees in 32-block radius and the bot looped wander→gather→
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// fail forever. 64 ≈ one chunk in either direction.
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//
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// 2026-05-26 — bigger root-cause fix: stopped using bot.findBlock with
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// a callback matcher. Under ViaBackwards the Block objects fed into
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// the callback have wrong .name fields (mineflayer issue #2347), so
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// LOG_NAMES.includes(b.name) was always false and gather.logs reported
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// "no log within 64 blocks" while standing on dark_oak_leaves. We now
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// search by numeric registry id and post-filter the blacklist.
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const SEARCH_RADIUS = 64;
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const log = bot.findBlock({
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matching: (b) => {
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if (!b || !b.position || !LOG_NAMES.includes(b.name)) return false;
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const key = `${b.position.x},${b.position.y},${b.position.z}`;
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return !blacklist.has(key);
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},
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const log = findNearestBlockByName(bot, LOG_NAMES, {
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maxDistance: SEARCH_RADIUS,
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predicate: (b) => !blacklist.has(`${b.position.x},${b.position.y},${b.position.z}`),
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});
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if (!log) return { ok: false, detail: `no reachable log within ${SEARCH_RADIUS} blocks` };
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@@ -645,11 +649,8 @@ export async function craftSticks(bot, count = 4) {
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// Place a crafting table at the bot's feet+1 (or near). Returns the placed
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// block so subsequent craft calls can pass it as tableBlock.
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export async function placeCraftingTable(bot) {
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// Already placed nearby?
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const existing = bot.findBlock({
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matching: (b) => b && b.name === "crafting_table",
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maxDistance: 4,
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});
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// Already placed nearby? Numeric-id search — see chopNearestTree.
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const existing = findNearestBlockByName(bot, ["crafting_table"], { maxDistance: 4 });
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if (existing) return { ok: true, detail: { at: existing.position, reused: true }, block: existing };
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// Need to craft one first if we don't have it.
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@@ -677,10 +678,7 @@ export async function placeCraftingTable(bot) {
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} catch (e) {
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return { ok: false, detail: `place table: ${e.message}` };
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}
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const placed = bot.findBlock({
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matching: (b) => b && b.name === "crafting_table",
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maxDistance: 4,
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});
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const placed = findNearestBlockByName(bot, ["crafting_table"], { maxDistance: 4 });
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info("action", `craft: placed crafting_table at ${placed?.position}`);
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return { ok: true, detail: { at: placed?.position, reused: false }, block: placed };
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}
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