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:
@@ -13,6 +13,9 @@ const { pathfinder, goals, Movements } = pathfinderPkg;
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import { applyProfile, PROFILES } from "../movement-profiles.js";
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import { info, warn } from "../log.js";
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import { findNearestBlockByName } from "../perception.js";
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const CHEST_NAMES = ["chest", "trapped_chest"];
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const KEEP_ALWAYS_NAME_RE = /(_axe|_pickaxe|_sword|_shovel|_hoe|_bed|bread|cooked_|apple|carrot|potato|wheat_seeds)$/;
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const STORABLE_NAME_RE = /(_log$|_stem$|cobblestone|cobbled_deepslate|deepslate|stone$|dirt|sand|gravel|wheat$|_planks$|stick$)/;
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@@ -61,19 +64,13 @@ export const skill = Object.freeze({
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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const surplus = pickSurplus(ctx.bot);
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if (surplus.length === 0) return { ok: false, code: "nothing_to_deposit", detail: "no surplus stacks" };
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const chest = ctx.bot.findBlock({
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matching: (b) => b?.name === "chest" || b?.name === "trapped_chest",
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maxDistance: 24,
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});
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const chest = findNearestBlockByName(ctx.bot, CHEST_NAMES, { maxDistance: 24 });
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if (!chest) return { ok: false, code: "no_chest", detail: "no chest within 24 blocks" };
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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const chest = bot.findBlock({
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matching: (b) => b?.name === "chest" || b?.name === "trapped_chest",
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maxDistance: 24,
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});
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const chest = findNearestBlockByName(bot, CHEST_NAMES, { maxDistance: 24 });
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if (!chest) return { ok: false, code: "no_chest", detail: "no chest after move", worldDelta: null };
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ensurePathfinder(bot);
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