fix(runtime): unstick scheduler + chop + sleep + bed/shelter/farm skills
Recovers the bot from the live-server symptoms reported 2026-05-26: 1) constant supervisor reconnects, 2) chop "clicks once and stops", 3) sleep does nothing without a bed and so blocks night-skipping for other players, 4) curriculum reflex always fell through to wander. Supervisor (#38): - runtime/watch-filter.js: pure predicate excluding *.test.js + the supervisor itself; recursive:true so skills/ + social/ edits also restart. Burned a working main once when test files counted toward the rollback threshold. - runtime/supervisor.js: watch-triggered restarts no longer count toward the crash-loop rollback path. Watcher is now recursive. Chop / mine (#39): - runtime/actions.js + runtime/skills/gather-stone.js: replaced raw pathfinder.goto + bot.dig with mineflayer-collectblock's bot.collectBlock.collect — handles approach, repositioning, LoS, dig and pickup as one primitive. Old version "swung once" because GoalGetToBlock often parked the bot in leaves above the log. Sleep + bed (#40): - runtime/actions.js: sleepInBed now ALSO places a carried bed on solid ground next to the bot and sleeps on it. Critical so the bot stops blocking player night-skipping the moment it owns a bed. Bed pipeline (#41): - runtime/skills/gather-wool.js: gather.wool skill — mines wool block if any nearby, otherwise shears or attacks the nearest sheep. - runtime/skills/craft.js: craftBedSkill (any colour the bot has ≥3 wool of, plus 3 planks, plus a table). - runtime/curriculum.js: new milestone survive.bed sits between wood.tools and stone.32 so the bot gets a bed BEFORE everything else. Test fixture updated to include a red_bed in post-survive.bed stages. Village / shelter / wheat (#42, #43): - runtime/skills/build-shelter.js: village.build-shelter — real 3×3×3 resumable hut blueprint around the recorded base, places one block per loop, idempotent so an interrupted build resumes correctly, marks each placed block in the owned-blocks ledger. - runtime/skills/deposit-surplus.js: village.deposit-surplus opens the nearest chest and transfers surplus stacks while keeping a reserve of tools/food/bed. - runtime/skills/farm-wheat.js: farm.wheat does one step per call (till adjacent-to-water grass, plant seeds, or harvest ripe wheat). - runtime/curriculum.js: village.shelter milestone after base-site. Scheduler glitch (root of "always wander"): - runtime/bot.js: curriculum + locations are now computed BEFORE runTick. Previously they were stamped AFTER, so reflex.js saw snapshot.curriculum=undefined every tick and fell through to the wander fallback. Verified live: scheduler now dispatches gather.logs/gather.stone/craft.* by id via runSkill. Eat-spam: - runtime/reflex.js: eatReflex now checks inventory for actual food and updates lastEatAt on EVERY dispatch (not only successes), so a failed eat respects the 5 s cooldown instead of firing every tick. npm test 123/123. Validated live on play.xmatic.team (curriculum dispatched gather.logs via runSkill, recover hint switched to wander when no log in range). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
+1
-1
@@ -16,7 +16,7 @@
|
||||
"tui": "tsx tui/tui.tsx",
|
||||
"propose:apply": "node scripts/propose-apply.js",
|
||||
"stop": "bash scripts/stop.sh",
|
||||
"test": "node --test runtime/skills/contract.test.js runtime/skills/groups.test.js runtime/skills/compat.test.js runtime/curriculum.test.js runtime/social/social.test.js runtime/stuck-incident.test.js runtime/compat.test.js runtime/reflex.test.js runtime/base-site.test.js runtime/locations.test.js scripts/edit-scope.test.js"
|
||||
"test": "node --test runtime/skills/contract.test.js runtime/skills/groups.test.js runtime/skills/compat.test.js runtime/curriculum.test.js runtime/social/social.test.js runtime/stuck-incident.test.js runtime/compat.test.js runtime/reflex.test.js runtime/base-site.test.js runtime/locations.test.js runtime/watch-filter.test.js scripts/edit-scope.test.js"
|
||||
},
|
||||
"dependencies": {
|
||||
"dotenv": "^16.4.5",
|
||||
|
||||
+69
-15
@@ -5,6 +5,12 @@
|
||||
|
||||
import pathfinderPkg from "mineflayer-pathfinder";
|
||||
const { pathfinder, goals, Movements } = pathfinderPkg;
|
||||
import collectBlockPkg from "mineflayer-collectblock";
|
||||
const collectBlockPlugin =
|
||||
collectBlockPkg.plugin ??
|
||||
collectBlockPkg.default?.plugin ??
|
||||
collectBlockPkg.default ??
|
||||
collectBlockPkg;
|
||||
|
||||
import { info, warn } from "./log.js";
|
||||
|
||||
@@ -29,6 +35,19 @@ function ensurePathfinder(bot) {
|
||||
pluginLoaded.add(bot);
|
||||
}
|
||||
|
||||
// collectblock handles the full "find → approach → reposition → dig →
|
||||
// pickup" cycle which raw bot.dig + pathfinder.goto does not. The old
|
||||
// chop primitive "clicked once and stopped" because bot.dig requires a
|
||||
// stable LoS that GoalGetToBlock doesn't always satisfy — bot ended up
|
||||
// in leaves above the log and swung once with no progress.
|
||||
let collectBlockLoaded = new WeakSet();
|
||||
function ensureCollectBlock(bot) {
|
||||
ensurePathfinder(bot);
|
||||
if (collectBlockLoaded.has(bot)) return;
|
||||
bot.loadPlugin(collectBlockPlugin);
|
||||
collectBlockLoaded.add(bot);
|
||||
}
|
||||
|
||||
// Each action that uses pathfinder should set its own Movements profile
|
||||
// before calling goto — otherwise it inherits whatever the previous caller
|
||||
// left set, which has caused live regressions (e.g. flee setting canDig=false,
|
||||
@@ -203,11 +222,18 @@ const BED_NAMES = [
|
||||
"black_bed",
|
||||
];
|
||||
|
||||
function carriedBedItem(bot) {
|
||||
for (const item of bot.inventory.items()) {
|
||||
if (BED_NAMES.includes(item.name)) return item;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
export async function sleepInBed(bot) {
|
||||
// Already in a bed?
|
||||
if (bot.isSleeping) return { ok: true, detail: "already sleeping" };
|
||||
|
||||
// Find a nearby placed bed first.
|
||||
// 1. Find a nearby placed bed first.
|
||||
const bedBlock = bot.findBlock({
|
||||
matching: (b) => BED_NAMES.includes(b?.name),
|
||||
maxDistance: 16,
|
||||
@@ -231,10 +257,46 @@ export async function sleepInBed(bot) {
|
||||
}
|
||||
}
|
||||
|
||||
// No placed bed — try placing one if we carry one. Skip — we don't want to
|
||||
// invent a base location accidentally. Future: only place when at our base
|
||||
// per locations.json.
|
||||
return { ok: false, detail: "no bed in range and won't place blindly" };
|
||||
// 2. No placed bed — if we're carrying one, place it right next to us
|
||||
// and sleep on it. This is critical so the bot stops blocking player
|
||||
// night-skipping the moment it owns a bed. We pick a footing block at
|
||||
// the bot's feet level + 1 in the +X direction.
|
||||
const carried = carriedBedItem(bot);
|
||||
if (carried) {
|
||||
const here = bot.entity.position;
|
||||
const referenceBlock = bot.blockAt(here.offset(1, -1, 0));
|
||||
const targetSlot = bot.blockAt(here.offset(1, 0, 0));
|
||||
if (!referenceBlock || !referenceBlock.boundingBox || referenceBlock.boundingBox === "empty") {
|
||||
return { ok: false, detail: "no solid ground to place bed on" };
|
||||
}
|
||||
if (targetSlot && targetSlot.boundingBox && targetSlot.boundingBox !== "empty") {
|
||||
return { ok: false, detail: "no space to place bed" };
|
||||
}
|
||||
try {
|
||||
await withTimeout(bot.equip(carried, "hand"), 3000, "equip bed");
|
||||
await withTimeout(
|
||||
bot.placeBlock(referenceBlock, { x: 0, y: 1, z: 0 }),
|
||||
5000,
|
||||
"placeBlock(bed)",
|
||||
);
|
||||
info("action", `sleep: placed ${carried.name} at ${referenceBlock.position.x + 0},${referenceBlock.position.y + 1},${referenceBlock.position.z + 0}`);
|
||||
// Re-scan for the placed bed (its block name may differ from the
|
||||
// item name slightly, e.g. on some servers, and the placement may
|
||||
// have shifted to an adjacent slot for the bed's second half).
|
||||
const placed = bot.findBlock({
|
||||
matching: (b) => BED_NAMES.includes(b?.name),
|
||||
maxDistance: 4,
|
||||
});
|
||||
if (!placed) return { ok: false, detail: "placed bed not found after placement" };
|
||||
await withTimeout(bot.sleep(placed), 10_000, "bot.sleep(placed)");
|
||||
return { ok: true, detail: { bedAt: placed.position, placed: true, name: carried.name } };
|
||||
} catch (e) {
|
||||
warn("action", `sleep place+sleep failed: ${e.message}`);
|
||||
return { ok: false, detail: e.message };
|
||||
}
|
||||
}
|
||||
|
||||
return { ok: false, detail: "no bed in inventory or nearby" };
|
||||
}
|
||||
|
||||
// ---- gathering -------------------------------------------------------------
|
||||
@@ -306,7 +368,7 @@ export async function chopNearestTree(bot) {
|
||||
});
|
||||
if (!log) return { ok: false, detail: "no reachable log within 32 blocks" };
|
||||
|
||||
ensurePathfinder(bot);
|
||||
ensureCollectBlock(bot);
|
||||
setMovementsForGather(bot);
|
||||
const axe = await equipBestAxe(bot);
|
||||
info(
|
||||
@@ -314,15 +376,7 @@ export async function chopNearestTree(bot) {
|
||||
`chop: ${log.name} at ${log.position.x},${log.position.y},${log.position.z} (tool=${axe ?? "fists"})`,
|
||||
);
|
||||
try {
|
||||
await withTimeout(
|
||||
bot.pathfinder.goto(new goals.GoalGetToBlock(log.position.x, log.position.y, log.position.z)),
|
||||
45_000,
|
||||
"pathToLog",
|
||||
);
|
||||
await withTimeout(bot.dig(log), 30_000, "digLog");
|
||||
// Walk over the dropped item briefly (collectblock plugin would do this
|
||||
// for us, but a simple sleep-then-resume is enough for now).
|
||||
await new Promise((r) => setTimeout(r, 1200));
|
||||
await withTimeout(bot.collectBlock.collect(log), 60_000, "collectLog");
|
||||
return { ok: true, detail: { logType: log.name, at: log.position } };
|
||||
} catch (e) {
|
||||
warn("action", `chop failed: ${e.message}`);
|
||||
|
||||
+14
-14
@@ -639,6 +639,17 @@ function tick() {
|
||||
lastSnapshot.busy = reflexCtx.busy
|
||||
? { label: reflexCtx.currentActionLabel ?? "?" }
|
||||
: null;
|
||||
// Curriculum + locations MUST be computed BEFORE runTick so the
|
||||
// curriculum reflex sees the suggested skill in snapshot.curriculum.
|
||||
// (Pre-2026-05-26 they were computed after — every tick fell through
|
||||
// to the wander fallback because plan.skillId was undefined.)
|
||||
try {
|
||||
lastSnapshot.locations = listLocations();
|
||||
} catch {
|
||||
lastSnapshot.locations = {};
|
||||
}
|
||||
const curriculumEarly = nextCurriculumMilestone(lastSnapshot);
|
||||
lastSnapshot.curriculum = curriculumEarly;
|
||||
reflexCtx.snapshot = lastSnapshot;
|
||||
if (!reflexPaused) {
|
||||
const result = runTick(reflexCtx);
|
||||
@@ -676,20 +687,9 @@ function tick() {
|
||||
lastSnapshot.activeSkill = reflexCtx.busy
|
||||
? reflexCtx.currentActionLabel
|
||||
: reflexCtx.lastReflex?.label ?? null;
|
||||
// Two sources of "next milestone":
|
||||
// - planner.md (LLM-written, free-form, advisory)
|
||||
// - curriculum.js (deterministic early-game progression)
|
||||
// The TUI prefers the curriculum's structured milestone (it has a
|
||||
// suggested skill); falls back to the planner line for late-game.
|
||||
// locations.json drives the village.* milestones — read each tick
|
||||
// (cheap: a small JSON file, no parse on cold cache).
|
||||
try {
|
||||
lastSnapshot.locations = listLocations();
|
||||
} catch {
|
||||
lastSnapshot.locations = {};
|
||||
}
|
||||
const curriculum = nextCurriculumMilestone(lastSnapshot);
|
||||
lastSnapshot.curriculum = curriculum;
|
||||
// Curriculum + locations were already computed before runTick (above).
|
||||
// Re-stamp the title here so observability fields stay together.
|
||||
const curriculum = lastSnapshot.curriculum;
|
||||
lastSnapshot.currentMilestone = curriculum?.milestone?.title ?? cachedMilestone;
|
||||
lastSnapshot.lastResult = lastResult;
|
||||
lastSnapshot.noProgressReason = noProgressReason;
|
||||
|
||||
@@ -37,6 +37,31 @@ function totalCobble(inv) {
|
||||
return (inv?.cobblestone ?? 0) + (inv?.cobbled_deepslate ?? 0);
|
||||
}
|
||||
|
||||
const BED_COLORS = [
|
||||
"white", "orange", "magenta", "light_blue", "yellow", "lime", "pink",
|
||||
"gray", "light_gray", "cyan", "purple", "blue", "brown", "green",
|
||||
"red", "black",
|
||||
];
|
||||
|
||||
function hasAnyBed(inv) {
|
||||
return BED_COLORS.some((c) => (inv?.[`${c}_bed`] ?? 0) > 0);
|
||||
}
|
||||
|
||||
function totalWool(inv) {
|
||||
return Object.entries(inv ?? {})
|
||||
.filter(([k]) => k.endsWith("_wool"))
|
||||
.reduce((s, [, n]) => s + n, 0);
|
||||
}
|
||||
|
||||
function maxSingleColourWool(inv) {
|
||||
let best = 0;
|
||||
for (const c of BED_COLORS) {
|
||||
const n = inv?.[`${c}_wool`] ?? 0;
|
||||
if (n > best) best = n;
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
function has(inv, name, n = 1) {
|
||||
return (inv?.[name] ?? 0) >= n;
|
||||
}
|
||||
@@ -89,6 +114,22 @@ const MILESTONES = [
|
||||
return null;
|
||||
},
|
||||
},
|
||||
// EARLY — before stone-tier work — get a bed so the bot can sleep at
|
||||
// night and stop blocking other players from skipping night. Three
|
||||
// substeps: (1) gather 3 wool of one colour, (2) craft.bed, (3) sleep
|
||||
// in/on it (handled by the sleep reflex, which now places a carried
|
||||
// bed). We use total wool ≥ 3 as the "have enough wool" proxy; the
|
||||
// craft.bed skill itself enforces same-colour-wool requirement.
|
||||
{
|
||||
id: "survive.bed",
|
||||
title: "Have a bed (sleep through the night)",
|
||||
isDone: (inv) => hasAnyBed(inv) || hasStoneTier(inv) && totalCobble(inv) > 0, // either we have a bed, or we're already deep into stone tier (rare path where wool wasn't accessible)
|
||||
suggest: (inv) => {
|
||||
// Need same-colour wool stack of ≥3
|
||||
if (maxSingleColourWool(inv) < 3) return { skillId: "gather.wool" };
|
||||
return { skillId: "craft.bed" };
|
||||
},
|
||||
},
|
||||
{
|
||||
id: "stone.32",
|
||||
title: "Gather 32 cobblestone",
|
||||
@@ -140,6 +181,12 @@ const MILESTONES = [
|
||||
isDone: (_inv, snap) => !!snap?.locations?.base,
|
||||
suggest: () => ({ skillId: "village.choose-base" }),
|
||||
},
|
||||
{
|
||||
id: "village.shelter",
|
||||
title: "Build a tiny shelter at the base",
|
||||
isDone: (_inv, snap) => !!snap?.locations?.shelter,
|
||||
suggest: () => ({ skillId: "village.build-shelter" }),
|
||||
},
|
||||
];
|
||||
|
||||
export function isInventoryFull(snapshot) {
|
||||
|
||||
@@ -22,20 +22,31 @@ function snapAfter(stage, addInventory = {}, extras = {}) {
|
||||
oak_log: 16, oak_planks: 6, stick: 6,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
},
|
||||
// New: survive.bed sits between wood.tools and stone.32, so every
|
||||
// later-stage baseline carries a red_bed in inventory to mark the
|
||||
// bed milestone as done.
|
||||
"survive.bed": {
|
||||
oak_log: 16, oak_planks: 6, stick: 6,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
red_bed: 1,
|
||||
},
|
||||
"stone.32": {
|
||||
oak_log: 16, oak_planks: 6, stick: 6,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
red_bed: 1,
|
||||
cobblestone: 32,
|
||||
},
|
||||
"stone.tools": {
|
||||
oak_log: 16, oak_planks: 6, stick: 8,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
red_bed: 1,
|
||||
cobblestone: 8,
|
||||
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
|
||||
},
|
||||
"food.basic": {
|
||||
oak_log: 16, oak_planks: 6, stick: 8,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
red_bed: 1,
|
||||
cobblestone: 8,
|
||||
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
|
||||
bread: 4,
|
||||
@@ -43,6 +54,7 @@ function snapAfter(stage, addInventory = {}, extras = {}) {
|
||||
"storage.chest": {
|
||||
oak_log: 16, oak_planks: 6, stick: 8,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
red_bed: 1,
|
||||
cobblestone: 8,
|
||||
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
|
||||
bread: 4, chest: 1,
|
||||
@@ -83,8 +95,23 @@ test("wooden axe present, pickaxe missing → craft.wooden-pickaxe", () => {
|
||||
assert.equal(got.plan.skillId, "craft.wooden-pickaxe");
|
||||
});
|
||||
|
||||
test("wooden tools done, no cobble → stone.32, suggests gather.stone", () => {
|
||||
// After wood tools the curriculum first asks for a bed (survive.bed,
|
||||
// new 2026-05-26) — we need a bed before stone-tier so the bot can
|
||||
// sleep through the night and stop blocking other players.
|
||||
test("wooden tools done, no bed → survive.bed, suggests gather.wool", () => {
|
||||
const got = nextMilestone(snapAfter("wood.tools"));
|
||||
assert.equal(got.milestone.id, "survive.bed");
|
||||
assert.equal(got.plan.skillId, "gather.wool");
|
||||
});
|
||||
|
||||
test("wool ready but no bed → survive.bed, suggests craft.bed", () => {
|
||||
const got = nextMilestone(snapAfter("wood.tools", { red_wool: 3 }));
|
||||
assert.equal(got.milestone.id, "survive.bed");
|
||||
assert.equal(got.plan.skillId, "craft.bed");
|
||||
});
|
||||
|
||||
test("bed acquired → curriculum advances to stone.32", () => {
|
||||
const got = nextMilestone(snapAfter("survive.bed"));
|
||||
assert.equal(got.milestone.id, "stone.32");
|
||||
assert.equal(got.plan.skillId, "gather.stone");
|
||||
});
|
||||
@@ -118,12 +145,19 @@ test("all done → null", () => {
|
||||
const inv = {
|
||||
oak_log: 16, oak_planks: 8, stick: 8,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
red_bed: 1,
|
||||
cobblestone: 32,
|
||||
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
|
||||
bread: 4, chest: 1, torch: 8,
|
||||
};
|
||||
assert.equal(
|
||||
nextMilestone(snap(inv, { food: 20, locations: { base: { x: 0, y: 64, z: 0 } } })),
|
||||
nextMilestone(snap(inv, {
|
||||
food: 20,
|
||||
locations: {
|
||||
base: { x: 0, y: 64, z: 0 },
|
||||
shelter: { x: 0, y: 64, z: 0 },
|
||||
},
|
||||
})),
|
||||
null,
|
||||
);
|
||||
});
|
||||
@@ -149,7 +183,7 @@ test("inventoryFull flag is returned alongside milestone, not as override", () =
|
||||
test("listMilestones exposes ordered ids for diary/TUI", () => {
|
||||
const ms = listMilestones();
|
||||
assert.equal(ms[0].id, "wood.16");
|
||||
assert.equal(ms[ms.length - 1].id, "village.base-site");
|
||||
assert.equal(ms[ms.length - 1].id, "village.shelter");
|
||||
for (const m of ms) {
|
||||
assert.equal(typeof m.id, "string");
|
||||
assert.equal(typeof m.title, "string");
|
||||
|
||||
+22
-12
@@ -84,24 +84,34 @@ function defendReflex(ctx) {
|
||||
|
||||
// ---- eat -------------------------------------------------------------------
|
||||
|
||||
// Lightweight food allowlist — must match what eatBestFood actually tries.
|
||||
// Kept inline so reflex doesn't have to import the groups module.
|
||||
const EAT_REFLEX_FOOD = new Set([
|
||||
"cooked_beef", "cooked_porkchop", "cooked_mutton", "cooked_chicken",
|
||||
"cooked_rabbit", "cooked_salmon", "cooked_cod", "baked_potato",
|
||||
"bread", "carrot", "apple", "sweet_berries", "melon_slice",
|
||||
"beef", "porkchop", "chicken", "mutton",
|
||||
]);
|
||||
|
||||
function eatReflex(ctx) {
|
||||
const s = ctx.snapshot;
|
||||
if (!s.connected) return { action: "noop" };
|
||||
if (s.food === undefined || s.food >= 16) return { action: "noop" };
|
||||
// Don't eat if we just ate (the food bar refresh on the server has a
|
||||
// small lag — re-firing within 5s would just fail bot.consume).
|
||||
// Don't dispatch eat if there's literally no food in inventory — the
|
||||
// previous version dispatched every tick, got "no food in inventory" and
|
||||
// burned the whole reflex chain on a hopeless eat-spam. (Observed live
|
||||
// 2026-05-26.) The curriculum has food.basic as a real milestone now;
|
||||
// keep eat reflex strictly for "we have food, eat it" cases.
|
||||
const inv = s.inventory ?? {};
|
||||
const hasFood = Object.keys(inv).some((n) => EAT_REFLEX_FOOD.has(n));
|
||||
if (!hasFood) return { action: "noop" };
|
||||
// Cooldown on attempts (not only successes). Bot.consume has lag on the
|
||||
// server and re-firing within 5s would just fail. We update lastEatAt
|
||||
// on EVERY dispatch so a failed attempt also respects the cooldown.
|
||||
const since = Date.now() - (ctx.lastEatAt ?? 0);
|
||||
if (since < 5000) return { action: "noop" };
|
||||
|
||||
ctx.dispatch(
|
||||
() => eatBestFood(ctx.bot),
|
||||
"eat",
|
||||
{
|
||||
onComplete: (res) => {
|
||||
if (res.ok) ctx.lastEatAt = Date.now();
|
||||
},
|
||||
},
|
||||
);
|
||||
ctx.lastEatAt = Date.now();
|
||||
ctx.dispatch(() => eatBestFood(ctx.bot), "eat", {});
|
||||
return { action: "dispatched", kind: "eat", label: `food=${s.food}` };
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,188 @@
|
||||
// village.build-shelter — place a minimal 3×3×3 hut around the bot's
|
||||
// recorded base (or current position if no base yet). The blueprint is
|
||||
// computed once per call as a list of {x,y,z,blockType} targets, then
|
||||
// the skill places them in order, marking each placed block in the
|
||||
// owned-blocks ledger. Idempotent: any target that already holds the
|
||||
// right block is skipped, so the skill is resumable across restarts.
|
||||
//
|
||||
// Walls use any *_planks the bot carries (we pick the most-common type).
|
||||
// The interior keeps the bed slot empty (assumes the bed sits on
|
||||
// (cx+1, cy, cz) — i.e. one step east of the centre).
|
||||
//
|
||||
// Out of scope here: door entity (mineflayer can't reliably place doors
|
||||
// without recent version checks). The west wall has a 1-block opening
|
||||
// at head-height the bot can step through.
|
||||
|
||||
import { applyProfile, PROFILES } from "../movement-profiles.js";
|
||||
import { info, warn } from "../log.js";
|
||||
import { getLocation, setLocation } from "../locations.js";
|
||||
|
||||
const SHELTER_NAME = "shelter";
|
||||
|
||||
function withTimeout(promise, ms, label) {
|
||||
let timer;
|
||||
const timeout = new Promise((_, reject) => {
|
||||
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
|
||||
});
|
||||
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
|
||||
}
|
||||
|
||||
function pickBuildPlanks(bot) {
|
||||
const counts = new Map();
|
||||
for (const item of bot.inventory.items()) {
|
||||
if (item.name.endsWith("_planks")) {
|
||||
counts.set(item.name, (counts.get(item.name) ?? 0) + item.count);
|
||||
}
|
||||
}
|
||||
let best = null;
|
||||
for (const [name, n] of counts) {
|
||||
if (!best || n > best.n) best = { name, n };
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
// Build a list of {x,y,z, name} targets for a 3×3 footprint × 3-tall
|
||||
// shelter centred on (cx, cy, cz). Bed slot (cx+1, cy, cz) and head-
|
||||
// height entry at the west wall (cx-1, cy+1, cz) are left empty.
|
||||
function blueprint(center, plankName) {
|
||||
const targets = [];
|
||||
const { x: cx, y: cy, z: cz } = center;
|
||||
// Floor: only the corners we don't already have (skip the bed slot).
|
||||
for (let dx = -1; dx <= 1; dx++) {
|
||||
for (let dz = -1; dz <= 1; dz++) {
|
||||
targets.push({ x: cx + dx, y: cy - 1, z: cz + dz, name: plankName });
|
||||
}
|
||||
}
|
||||
// Walls (y = cy and y = cy+1).
|
||||
for (let dy = 0; dy <= 1; dy++) {
|
||||
for (let dx = -1; dx <= 1; dx++) {
|
||||
for (let dz = -1; dz <= 1; dz++) {
|
||||
const isCorner = Math.abs(dx) + Math.abs(dz) === 2;
|
||||
const isWall = Math.abs(dx) === 1 || Math.abs(dz) === 1;
|
||||
if (!isWall && !isCorner) continue; // skip interior column
|
||||
// Leave one wall slot open as a doorway: west wall, head height.
|
||||
if (dx === -1 && dz === 0 && dy === 1) continue;
|
||||
// Bed occupies (cx+1, cy, cz) — its second half is at (cx+2, cy, cz)
|
||||
// which is OUTSIDE this 3×3 footprint. So we don't need to clear it.
|
||||
targets.push({ x: cx + dx, y: cy + dy, z: cz + dz, name: plankName });
|
||||
}
|
||||
}
|
||||
}
|
||||
// Roof: full 3×3 at y = cy+2.
|
||||
for (let dx = -1; dx <= 1; dx++) {
|
||||
for (let dz = -1; dz <= 1; dz++) {
|
||||
targets.push({ x: cx + dx, y: cy + 2, z: cz + dz, name: plankName });
|
||||
}
|
||||
}
|
||||
return targets;
|
||||
}
|
||||
|
||||
function blockMatchesName(block, name) {
|
||||
return block && block.name === name;
|
||||
}
|
||||
|
||||
function findReferenceForPlacement(bot, target) {
|
||||
// Try the block below the target first (most natural place to stack
|
||||
// from). If it's air, try sides.
|
||||
const offsets = [
|
||||
{ x: 0, y: -1, z: 0, face: { x: 0, y: 1, z: 0 } },
|
||||
{ x: -1, y: 0, z: 0, face: { x: 1, y: 0, z: 0 } },
|
||||
{ x: 1, y: 0, z: 0, face: { x: -1, y: 0, z: 0 } },
|
||||
{ x: 0, y: 0, z: -1, face: { x: 0, y: 0, z: 1 } },
|
||||
{ x: 0, y: 0, z: 1, face: { x: 0, y: 0, z: -1 } },
|
||||
{ x: 0, y: 1, z: 0, face: { x: 0, y: -1, z: 0 } },
|
||||
];
|
||||
for (const off of offsets) {
|
||||
const block = bot.blockAt({
|
||||
x: target.x + off.x,
|
||||
y: target.y + off.y,
|
||||
z: target.z + off.z,
|
||||
});
|
||||
if (block && block.boundingBox === "block") return { ref: block, face: off.face };
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
export const skill = Object.freeze({
|
||||
id: "village.build-shelter",
|
||||
title: "Build a tiny shelter around the bed",
|
||||
timeoutMs: 5 * 60_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
const planks = pickBuildPlanks(ctx.bot);
|
||||
if (!planks || planks.n < 18) {
|
||||
return { ok: false, code: "missing_material", detail: `need ≥18 planks (have ${planks?.n ?? 0})` };
|
||||
}
|
||||
// Need a base or at least a placed bed nearby; the chooseBase skill
|
||||
// is responsible for picking the spot first.
|
||||
const base = getLocation("base") ?? getLocation(SHELTER_NAME);
|
||||
if (!base) return { ok: false, code: "no_base", detail: "no base location chosen yet" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx, { owned } = {}) {
|
||||
const bot = ctx.bot;
|
||||
const planks = pickBuildPlanks(bot);
|
||||
const base = getLocation("base") ?? getLocation(SHELTER_NAME);
|
||||
const center = { x: base.x, y: base.y, z: base.z };
|
||||
|
||||
applyProfile(PROFILES.BUILD, bot);
|
||||
|
||||
const targets = blueprint(center, planks.name);
|
||||
info("action", `village.build-shelter: ${targets.length} blocks (planks=${planks.name})`);
|
||||
|
||||
let placed = 0;
|
||||
let skipped = 0;
|
||||
for (const target of targets) {
|
||||
const existing = bot.blockAt(target);
|
||||
if (blockMatchesName(existing, planks.name)) {
|
||||
skipped++;
|
||||
continue;
|
||||
}
|
||||
// Re-equip planks each iteration (the bot might have eaten / swapped).
|
||||
const item = bot.inventory.items().find((i) => i.name === planks.name);
|
||||
if (!item) {
|
||||
warn("action", `village.build-shelter: ran out of ${planks.name} mid-build`);
|
||||
break;
|
||||
}
|
||||
try {
|
||||
await withTimeout(bot.equip(item, "hand"), 3000, "equip plank");
|
||||
} catch (e) {
|
||||
warn("action", `village.build-shelter: equip failed: ${e.message}`);
|
||||
continue;
|
||||
}
|
||||
|
||||
const place = findReferenceForPlacement(bot, target);
|
||||
if (!place) {
|
||||
warn("action", `village.build-shelter: no reference block for ${target.x},${target.y},${target.z}`);
|
||||
continue;
|
||||
}
|
||||
try {
|
||||
await withTimeout(bot.placeBlock(place.ref, place.face), 5000, "placeBlock");
|
||||
if (owned?.markPlaced) {
|
||||
owned.markPlaced({
|
||||
x: target.x, y: target.y, z: target.z,
|
||||
blockType: planks.name,
|
||||
skill: "village.build-shelter",
|
||||
});
|
||||
}
|
||||
placed++;
|
||||
} catch (e) {
|
||||
warn("action", `village.build-shelter: place ${target.x},${target.y},${target.z} failed: ${e.message}`);
|
||||
}
|
||||
}
|
||||
|
||||
// Record the shelter location so future skills can find it even if
|
||||
// base gets re-scored.
|
||||
setLocation(SHELTER_NAME, { x: center.x, y: center.y, z: center.z, radius: 2, note: `auto-built; ${placed} blocks placed` });
|
||||
|
||||
if (placed === 0 && skipped === 0) {
|
||||
return { ok: false, code: "no_progress", detail: "could not place any blocks", worldDelta: null };
|
||||
}
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { placed, skipped, total: targets.length, plankName: planks.name },
|
||||
worldDelta: { shelterAt: center, placed },
|
||||
};
|
||||
},
|
||||
});
|
||||
@@ -229,6 +229,72 @@ export const craftChestSkill = makeRecipeSkill({
|
||||
needsTable: true,
|
||||
});
|
||||
|
||||
// Bed: 3 wool of one colour + 3 planks → 1 bed of that colour. We look
|
||||
// for any colour we have ≥3 of, ditto planks, and craft that pairing.
|
||||
// All bed recipes require a crafting table.
|
||||
const BED_COLORS = [
|
||||
"white", "orange", "magenta", "light_blue", "yellow", "lime", "pink",
|
||||
"gray", "light_gray", "cyan", "purple", "blue", "brown", "green",
|
||||
"red", "black",
|
||||
];
|
||||
|
||||
function countByName(bot, name) {
|
||||
return bot.inventory.items().reduce((s, i) => (i.name === name ? s + i.count : s), 0);
|
||||
}
|
||||
|
||||
function bedColorWeCanCraft(bot) {
|
||||
// Need 3 wool of a single colour. (Mixed-colour wool can't combine.)
|
||||
for (const c of BED_COLORS) {
|
||||
if (countByName(bot, `${c}_wool`) >= 3) return c;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
export const craftBedSkill = Object.freeze({
|
||||
id: "craft.bed",
|
||||
title: "Craft a bed",
|
||||
timeoutMs: 30_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
const color = bedColorWeCanCraft(ctx.bot);
|
||||
if (!color) return { ok: false, code: "missing_material", detail: "need 3 wool of one colour" };
|
||||
if (totalPlanks(ctx.bot) < 3) return { ok: false, code: "missing_material", detail: "need 3 planks" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
const bot = ctx.bot;
|
||||
const color = bedColorWeCanCraft(bot);
|
||||
const item = `${color}_bed`;
|
||||
const tableRes = await placeCraftingTable(bot);
|
||||
if (!tableRes.ok) {
|
||||
const msg = String(tableRes.detail ?? "");
|
||||
const code = msg.includes("timed out") ? "timeout" : "missing_table";
|
||||
return { ok: false, code, detail: tableRes.detail, worldDelta: null };
|
||||
}
|
||||
const reg = bot?.registry;
|
||||
const itemId = reg?.itemsByName?.[item]?.id;
|
||||
if (itemId == null) {
|
||||
return { ok: false, code: "unsupported_version", detail: `no ${item} in registry`, worldDelta: null };
|
||||
}
|
||||
const recipes = bot.recipesFor(itemId, null, 1, tableRes.block);
|
||||
const recipe = recipes[0];
|
||||
if (!recipe) {
|
||||
return { ok: false, code: "no_recipe", detail: `no recipe for ${item}`, worldDelta: null };
|
||||
}
|
||||
try {
|
||||
await withTimeout(bot.craft(recipe, 1, tableRes.block), 15_000, `craft(${item})`);
|
||||
return { ok: true, code: "done", detail: { item }, worldDelta: { crafted: item } };
|
||||
} catch (e) {
|
||||
const msg = String(e?.message ?? "");
|
||||
const code = msg.includes("timed out") ? "timeout" : "failed";
|
||||
return { ok: false, code, detail: e.message, worldDelta: null };
|
||||
}
|
||||
},
|
||||
validate(ctx, result) {
|
||||
return result.ok && !!result.worldDelta?.crafted;
|
||||
},
|
||||
});
|
||||
|
||||
// Torch: 1 stick + 1 coal (or charcoal) → 4 torches. We accept either
|
||||
// fuel via precondition shortcut: if no coal AND no charcoal, fail with
|
||||
// missing_material so the curriculum surfaces the blocker rather than
|
||||
|
||||
@@ -0,0 +1,127 @@
|
||||
// village.deposit-surplus — find the nearest placed chest, open it, and
|
||||
// transfer any stack the bot is over-carrying (logs, cobble, dirt,
|
||||
// seeds). Keeps a small "essentials" reserve in inventory so the bot
|
||||
// keeps its tools, food and bed.
|
||||
//
|
||||
// What counts as surplus:
|
||||
// * any item whose count exceeds RESERVE_PER_NAME (default: keep 8 of
|
||||
// each named item), UNLESS it's in KEEP_ALWAYS (tools/bed/food).
|
||||
// * raw materials that look strictly storable (logs/cobble/dirt/sand).
|
||||
|
||||
import pathfinderPkg from "mineflayer-pathfinder";
|
||||
const { pathfinder, goals, Movements } = pathfinderPkg;
|
||||
|
||||
import { applyProfile, PROFILES } from "../movement-profiles.js";
|
||||
import { info, warn } from "../log.js";
|
||||
|
||||
const KEEP_ALWAYS_NAME_RE = /(_axe|_pickaxe|_sword|_shovel|_hoe|_bed|bread|cooked_|apple|carrot|potato|wheat_seeds)$/;
|
||||
const STORABLE_NAME_RE = /(_log$|_stem$|cobblestone|cobbled_deepslate|deepslate|stone$|dirt|sand|gravel|wheat$|_planks$|stick$)/;
|
||||
const RESERVE_PER_NAME = 8;
|
||||
|
||||
let pluginLoaded = new WeakSet();
|
||||
function ensurePathfinder(bot) {
|
||||
if (pluginLoaded.has(bot)) return;
|
||||
bot.loadPlugin(pathfinder);
|
||||
pluginLoaded.add(bot);
|
||||
}
|
||||
|
||||
function withTimeout(promise, ms, label) {
|
||||
let timer;
|
||||
const timeout = new Promise((_, reject) => {
|
||||
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
|
||||
});
|
||||
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
|
||||
}
|
||||
|
||||
function pickSurplus(bot) {
|
||||
const out = [];
|
||||
// Group inventory items by name, then decide how much to deposit per name.
|
||||
const grouped = new Map();
|
||||
for (const item of bot.inventory.items()) {
|
||||
if (!grouped.has(item.name)) grouped.set(item.name, []);
|
||||
grouped.get(item.name).push(item);
|
||||
}
|
||||
for (const [name, items] of grouped) {
|
||||
if (KEEP_ALWAYS_NAME_RE.test(name)) continue;
|
||||
const total = items.reduce((s, i) => s + i.count, 0);
|
||||
const storable = STORABLE_NAME_RE.test(name);
|
||||
const reserve = storable ? Math.min(RESERVE_PER_NAME, total) : 0;
|
||||
const surplus = total - reserve;
|
||||
if (surplus <= 0) continue;
|
||||
out.push({ name, surplus, items });
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
export const skill = Object.freeze({
|
||||
id: "village.deposit-surplus",
|
||||
title: "Deposit surplus items in a chest",
|
||||
timeoutMs: 60_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
const surplus = pickSurplus(ctx.bot);
|
||||
if (surplus.length === 0) return { ok: false, code: "nothing_to_deposit", detail: "no surplus stacks" };
|
||||
const chest = ctx.bot.findBlock({
|
||||
matching: (b) => b?.name === "chest" || b?.name === "trapped_chest",
|
||||
maxDistance: 24,
|
||||
});
|
||||
if (!chest) return { ok: false, code: "no_chest", detail: "no chest within 24 blocks" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
const bot = ctx.bot;
|
||||
const chest = bot.findBlock({
|
||||
matching: (b) => b?.name === "chest" || b?.name === "trapped_chest",
|
||||
maxDistance: 24,
|
||||
});
|
||||
if (!chest) return { ok: false, code: "no_chest", detail: "no chest after move", worldDelta: null };
|
||||
|
||||
ensurePathfinder(bot);
|
||||
applyProfile(PROFILES.TRAVEL, bot);
|
||||
try {
|
||||
await withTimeout(
|
||||
bot.pathfinder.goto(new goals.GoalNear(chest.position.x, chest.position.y, chest.position.z, 1)),
|
||||
30_000,
|
||||
"goto chest",
|
||||
);
|
||||
} catch (e) {
|
||||
return { ok: false, code: "no_path", detail: e.message, worldDelta: null };
|
||||
}
|
||||
|
||||
let chestHandle;
|
||||
try {
|
||||
chestHandle = await withTimeout(bot.openContainer(chest), 8_000, "openChest");
|
||||
} catch (e) {
|
||||
return { ok: false, code: "open_failed", detail: e.message, worldDelta: null };
|
||||
}
|
||||
|
||||
let deposited = 0;
|
||||
const detail = [];
|
||||
try {
|
||||
for (const { name, surplus } of pickSurplus(bot)) {
|
||||
const ref = bot.registry?.itemsByName?.[name];
|
||||
if (!ref) continue;
|
||||
try {
|
||||
await withTimeout(chestHandle.deposit(ref.id, null, surplus), 10_000, `deposit ${name}`);
|
||||
deposited += surplus;
|
||||
detail.push(`${name}×${surplus}`);
|
||||
info("action", `village.deposit-surplus: ${name}×${surplus}`);
|
||||
} catch (e) {
|
||||
warn("action", `village.deposit-surplus: ${name} failed: ${e.message}`);
|
||||
}
|
||||
}
|
||||
} finally {
|
||||
try { await chestHandle.close(); } catch {}
|
||||
}
|
||||
|
||||
if (deposited === 0) {
|
||||
return { ok: false, code: "deposit_failed", detail: "opened chest but deposited nothing", worldDelta: null };
|
||||
}
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { deposited, items: detail },
|
||||
worldDelta: { depositedTotal: deposited },
|
||||
};
|
||||
},
|
||||
});
|
||||
@@ -0,0 +1,180 @@
|
||||
// farm.wheat — opportunistic wheat farming. The skill does ONE of:
|
||||
// * plant a wheat seed on a nearby tilled farmland block, OR
|
||||
// * till a grass/dirt block adjacent to water if we have a hoe and seeds,
|
||||
// * harvest a fully-grown wheat block.
|
||||
//
|
||||
// We don't try to plan a full 3×3 plot in one call — the curriculum can
|
||||
// dispatch the skill repeatedly and each call makes one block of progress.
|
||||
// This is consistent with the gather.logs / gather.stone "one block at a
|
||||
// time" rhythm and keeps each tick observable.
|
||||
|
||||
import pathfinderPkg from "mineflayer-pathfinder";
|
||||
const { pathfinder, goals, Movements } = pathfinderPkg;
|
||||
|
||||
import { applyProfile, PROFILES } from "../movement-profiles.js";
|
||||
import { info, warn } from "../log.js";
|
||||
|
||||
const HOE_NAMES = ["wooden_hoe", "stone_hoe", "iron_hoe", "diamond_hoe", "netherite_hoe", "golden_hoe"];
|
||||
|
||||
let pluginLoaded = new WeakSet();
|
||||
function ensurePathfinder(bot) {
|
||||
if (pluginLoaded.has(bot)) return;
|
||||
bot.loadPlugin(pathfinder);
|
||||
pluginLoaded.add(bot);
|
||||
}
|
||||
|
||||
function withTimeout(promise, ms, label) {
|
||||
let timer;
|
||||
const timeout = new Promise((_, reject) => {
|
||||
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
|
||||
});
|
||||
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
|
||||
}
|
||||
|
||||
function getCount(bot, name) {
|
||||
return bot.inventory.items().reduce((s, i) => (i.name === name ? s + i.count : s), 0);
|
||||
}
|
||||
|
||||
function getItem(bot, name) {
|
||||
return bot.inventory.items().find((i) => i.name === name) ?? null;
|
||||
}
|
||||
|
||||
function hasHoe(bot) {
|
||||
return HOE_NAMES.some((n) => getCount(bot, n) > 0);
|
||||
}
|
||||
|
||||
function findHoe(bot) {
|
||||
for (const n of HOE_NAMES) {
|
||||
const item = getItem(bot, n);
|
||||
if (item) return item;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function isWaterNear(bot, pos, radius = 4) {
|
||||
for (let dx = -radius; dx <= radius; dx++) {
|
||||
for (let dz = -radius; dz <= radius; dz++) {
|
||||
const b = bot.blockAt({ x: pos.x + dx, y: pos.y, z: pos.z + dz });
|
||||
if (b?.name === "water") return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
export const skill = Object.freeze({
|
||||
id: "farm.wheat",
|
||||
title: "Make one step of wheat farming progress",
|
||||
timeoutMs: 60_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
const bot = ctx.bot;
|
||||
const hasSeeds = getCount(bot, "wheat_seeds") > 0;
|
||||
// We're happy to dispatch when EITHER seeds+hoe+water available
|
||||
// OR there's a ripe wheat block to harvest.
|
||||
const ripeWheat = bot.findBlock({
|
||||
matching: (b) => b?.name === "wheat" && (b?.metadata === 7 || b?.getProperties?.()?.age === 7),
|
||||
maxDistance: 24,
|
||||
});
|
||||
if (ripeWheat) return { ok: true };
|
||||
if (!hasSeeds) return { ok: false, code: "no_seeds", detail: "no wheat_seeds in inventory" };
|
||||
if (!hasHoe(bot)) return { ok: false, code: "missing_tool", detail: "no hoe" };
|
||||
// Need at least one tillable + water-adjacent block within 16.
|
||||
const tillable = bot.findBlock({
|
||||
matching: (b) => (b?.name === "grass_block" || b?.name === "dirt") && isWaterNear(bot, b.position, 4),
|
||||
maxDistance: 16,
|
||||
});
|
||||
if (!tillable) return { ok: false, code: "no_target", detail: "no tillable grass/dirt near water" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
const bot = ctx.bot;
|
||||
ensurePathfinder(bot);
|
||||
applyProfile(PROFILES.GATHER, bot);
|
||||
|
||||
// 1. Harvest ripe wheat if any.
|
||||
const ripeWheat = bot.findBlock({
|
||||
matching: (b) => b?.name === "wheat" && (b?.metadata === 7 || b?.getProperties?.()?.age === 7),
|
||||
maxDistance: 24,
|
||||
});
|
||||
if (ripeWheat) {
|
||||
try {
|
||||
await withTimeout(
|
||||
bot.pathfinder.goto(new goals.GoalGetToBlock(ripeWheat.position.x, ripeWheat.position.y, ripeWheat.position.z)),
|
||||
20_000,
|
||||
"goto wheat",
|
||||
);
|
||||
await withTimeout(bot.dig(ripeWheat), 8_000, "harvest wheat");
|
||||
info("action", `farm.wheat: harvested wheat at ${ripeWheat.position}`);
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { phase: "harvest", at: ripeWheat.position },
|
||||
worldDelta: { harvestedAt: ripeWheat.position },
|
||||
};
|
||||
} catch (e) {
|
||||
warn("action", `farm.wheat harvest failed: ${e.message}`);
|
||||
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Plant on existing farmland if any (water-adjacent or not, just farmland exists).
|
||||
const farmland = bot.findBlock({
|
||||
matching: (b) => b?.name === "farmland",
|
||||
maxDistance: 16,
|
||||
});
|
||||
const seedItem = getItem(bot, "wheat_seeds");
|
||||
if (farmland && seedItem) {
|
||||
try {
|
||||
await withTimeout(
|
||||
bot.pathfinder.goto(new goals.GoalNear(farmland.position.x, farmland.position.y, farmland.position.z, 1)),
|
||||
20_000,
|
||||
"goto farmland",
|
||||
);
|
||||
await withTimeout(bot.equip(seedItem, "hand"), 3000, "equip seeds");
|
||||
await withTimeout(
|
||||
bot.placeBlock(farmland, { x: 0, y: 1, z: 0 }),
|
||||
5000,
|
||||
"placeBlock(seeds)",
|
||||
);
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { phase: "plant", at: farmland.position },
|
||||
worldDelta: { plantedAt: farmland.position },
|
||||
};
|
||||
} catch (e) {
|
||||
warn("action", `farm.wheat plant failed: ${e.message}`);
|
||||
// fall through to tilling
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Till a grass/dirt block next to water with our hoe.
|
||||
const tillable = bot.findBlock({
|
||||
matching: (b) => (b?.name === "grass_block" || b?.name === "dirt") && isWaterNear(bot, b.position, 4),
|
||||
maxDistance: 16,
|
||||
});
|
||||
if (!tillable) {
|
||||
return { ok: false, code: "no_target", detail: "no tillable block remaining", worldDelta: null };
|
||||
}
|
||||
const hoe = findHoe(bot);
|
||||
try {
|
||||
await withTimeout(
|
||||
bot.pathfinder.goto(new goals.GoalNear(tillable.position.x, tillable.position.y, tillable.position.z, 2)),
|
||||
20_000,
|
||||
"goto tillable",
|
||||
);
|
||||
await withTimeout(bot.equip(hoe, "hand"), 3000, "equip hoe");
|
||||
// Activate the block (right-click): turns grass/dirt → farmland.
|
||||
await withTimeout(bot.activateBlock(tillable), 5000, "till");
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { phase: "till", at: tillable.position },
|
||||
worldDelta: { tilledAt: tillable.position },
|
||||
};
|
||||
} catch (e) {
|
||||
warn("action", `farm.wheat till failed: ${e.message}`);
|
||||
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
|
||||
}
|
||||
},
|
||||
});
|
||||
@@ -4,6 +4,12 @@
|
||||
|
||||
import pathfinderPkg from "mineflayer-pathfinder";
|
||||
const { pathfinder, goals, Movements } = pathfinderPkg;
|
||||
import collectBlockPkg from "mineflayer-collectblock";
|
||||
const collectBlockPlugin =
|
||||
collectBlockPkg.plugin ??
|
||||
collectBlockPkg.default?.plugin ??
|
||||
collectBlockPkg.default ??
|
||||
collectBlockPkg;
|
||||
|
||||
import { pickaxes } from "./groups.js";
|
||||
import { info, warn } from "../log.js";
|
||||
@@ -17,6 +23,14 @@ function ensurePathfinder(bot) {
|
||||
pluginLoaded.add(bot);
|
||||
}
|
||||
|
||||
let collectBlockLoaded = new WeakSet();
|
||||
function ensureCollectBlock(bot) {
|
||||
ensurePathfinder(bot);
|
||||
if (collectBlockLoaded.has(bot)) return;
|
||||
bot.loadPlugin(collectBlockPlugin);
|
||||
collectBlockLoaded.add(bot);
|
||||
}
|
||||
|
||||
function setMovementsForGather(bot) {
|
||||
const m = new Movements(bot);
|
||||
m.canDig = true;
|
||||
@@ -91,18 +105,12 @@ export const skill = Object.freeze({
|
||||
return { ok: false, code: "no_target", detail: "no reachable stone within 32 blocks", worldDelta: null };
|
||||
}
|
||||
|
||||
ensurePathfinder(bot);
|
||||
ensureCollectBlock(bot);
|
||||
setMovementsForGather(bot);
|
||||
const pickaxe = await equipBestPickaxe(bot);
|
||||
info("action", `gather.stone: ${target.name} at ${target.position.x},${target.position.y},${target.position.z} (tool=${pickaxe ?? "fists"})`);
|
||||
try {
|
||||
await withTimeout(
|
||||
bot.pathfinder.goto(new goals.GoalGetToBlock(target.position.x, target.position.y, target.position.z)),
|
||||
45_000,
|
||||
"pathToStone",
|
||||
);
|
||||
await withTimeout(bot.dig(target), 30_000, "digStone");
|
||||
await new Promise((r) => setTimeout(r, 1200));
|
||||
await withTimeout(bot.collectBlock.collect(target), 60_000, "collectStone");
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
|
||||
@@ -0,0 +1,166 @@
|
||||
// gather.wool — get one block of wool, any colour. Three paths in order
|
||||
// of preference:
|
||||
// 1. Mine a placed wool block within 32 blocks (someone left one).
|
||||
// 2. Shear a nearby sheep if we carry shears.
|
||||
// 3. Attack a nearby sheep to drop wool (last resort; gives 1 wool).
|
||||
//
|
||||
// Wool is the only ingredient missing for a bed once we have planks, so
|
||||
// this skill is the first real "go find an animal" task the bot has.
|
||||
|
||||
import collectBlockPkg from "mineflayer-collectblock";
|
||||
import pathfinderPkg from "mineflayer-pathfinder";
|
||||
|
||||
import { info, warn } from "../log.js";
|
||||
|
||||
const { pathfinder, goals, Movements } = pathfinderPkg;
|
||||
const collectBlockPlugin =
|
||||
collectBlockPkg.plugin ??
|
||||
collectBlockPkg.default?.plugin ??
|
||||
collectBlockPkg.default ??
|
||||
collectBlockPkg;
|
||||
|
||||
const WOOL_BLOCK_RE = /(?:^|_)wool$/;
|
||||
|
||||
let pluginLoaded = new WeakSet();
|
||||
function ensurePlugins(bot) {
|
||||
if (pluginLoaded.has(bot)) return;
|
||||
bot.loadPlugin(pathfinder);
|
||||
bot.loadPlugin(collectBlockPlugin);
|
||||
pluginLoaded.add(bot);
|
||||
}
|
||||
|
||||
function setMovementsForGather(bot) {
|
||||
const m = new Movements(bot);
|
||||
m.canDig = true;
|
||||
m.allow1by1towers = false;
|
||||
bot.pathfinder.setMovements(m);
|
||||
}
|
||||
|
||||
function withTimeout(promise, ms, label) {
|
||||
let timer;
|
||||
const timeout = new Promise((_, reject) => {
|
||||
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
|
||||
});
|
||||
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
|
||||
}
|
||||
|
||||
function woolCount(bot) {
|
||||
return bot.inventory.items().reduce(
|
||||
(sum, i) => (WOOL_BLOCK_RE.test(i.name) || i.name.endsWith("_wool") ? sum + i.count : sum),
|
||||
0,
|
||||
);
|
||||
}
|
||||
|
||||
function nearestSheep(bot) {
|
||||
let best = null;
|
||||
for (const e of Object.values(bot.entities)) {
|
||||
if (e?.name !== "sheep" || !e.position) continue;
|
||||
const d = e.position.distanceTo(bot.entity.position);
|
||||
if (!best || d < best.d) best = { e, d };
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
export const skill = Object.freeze({
|
||||
id: "gather.wool",
|
||||
title: "Gather one wool",
|
||||
timeoutMs: 90_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
if (woolCount(ctx.bot) >= 3) {
|
||||
return { ok: false, code: "already_have", detail: "already have ≥3 wool" };
|
||||
}
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
const bot = ctx.bot;
|
||||
ensurePlugins(bot);
|
||||
setMovementsForGather(bot);
|
||||
|
||||
// 1. Placed wool block?
|
||||
const woolBlock = bot.findBlock({
|
||||
matching: (b) => b?.name && (b.name.endsWith("_wool") || b.name === "wool"),
|
||||
maxDistance: 32,
|
||||
});
|
||||
if (woolBlock) {
|
||||
info("action", `gather.wool: mining ${woolBlock.name} at ${woolBlock.position}`);
|
||||
try {
|
||||
await withTimeout(bot.collectBlock.collect(woolBlock), 45_000, "collectWool");
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { from: "block", name: woolBlock.name },
|
||||
worldDelta: { gotWool: 1, source: "block" },
|
||||
};
|
||||
} catch (e) {
|
||||
warn("action", `gather.wool block-mine failed: ${e.message}`);
|
||||
// fall through to sheep
|
||||
}
|
||||
}
|
||||
|
||||
// 2/3. Sheep — shear if we have shears, otherwise attack.
|
||||
const sheep = nearestSheep(bot);
|
||||
if (!sheep) {
|
||||
return { ok: false, code: "no_target", detail: "no wool block and no sheep within view", worldDelta: null };
|
||||
}
|
||||
try {
|
||||
await withTimeout(
|
||||
bot.pathfinder.goto(new goals.GoalFollow(sheep.e, 2)),
|
||||
30_000,
|
||||
"pathToSheep",
|
||||
);
|
||||
} catch (e) {
|
||||
return { ok: false, code: "no_path", detail: e.message, worldDelta: null };
|
||||
}
|
||||
|
||||
const shears = bot.inventory.items().find((i) => i.name === "shears");
|
||||
if (shears) {
|
||||
try {
|
||||
await withTimeout(bot.equip(shears, "hand"), 3000, "equip shears");
|
||||
bot.activateEntity(sheep.e); // shears interaction
|
||||
await new Promise((r) => setTimeout(r, 600));
|
||||
// Wait for the drop entity to spawn near the sheep, then pick it up
|
||||
// by walking to it. Simplest: a brief wait — the bot is already next
|
||||
// to the sheep, drops are auto-collected.
|
||||
await new Promise((r) => setTimeout(r, 1200));
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { from: "shear", entityId: sheep.e.id },
|
||||
worldDelta: { gotWool: 1, source: "shear" },
|
||||
};
|
||||
} catch (e) {
|
||||
warn("action", `gather.wool shear failed: ${e.message}`);
|
||||
// fall through to attack
|
||||
}
|
||||
}
|
||||
|
||||
try {
|
||||
bot.attack(sheep.e);
|
||||
await new Promise((r) => setTimeout(r, 800));
|
||||
// Mineflayer doesn't auto-loop attacks; re-fire until dead or out
|
||||
// of reach. Up to 6 swings.
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const still = Object.values(bot.entities).find((e) => e.id === sheep.e.id);
|
||||
if (!still) break;
|
||||
if (still.position.distanceTo(bot.entity.position) > 4) break;
|
||||
bot.attack(still);
|
||||
await new Promise((r) => setTimeout(r, 700));
|
||||
}
|
||||
await new Promise((r) => setTimeout(r, 1200));
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { from: "kill", entityId: sheep.e.id },
|
||||
worldDelta: { gotWool: 1, source: "kill" },
|
||||
};
|
||||
} catch (e) {
|
||||
warn("action", `gather.wool attack failed: ${e.message}`);
|
||||
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
|
||||
}
|
||||
},
|
||||
recover(ctx, result) {
|
||||
if (result.code === "no_target") return { hint: "wander", reason: "no sheep or wool block visible" };
|
||||
return null;
|
||||
},
|
||||
});
|
||||
@@ -26,7 +26,11 @@ import { skill as chopLogs } from "./chop-logs.js";
|
||||
import { skill as eat } from "./eat.js";
|
||||
import { skill as wander } from "./wander.js";
|
||||
import { skill as gatherStone } from "./gather-stone.js";
|
||||
import { skill as gatherWool } from "./gather-wool.js";
|
||||
import { skill as chooseBase } from "./choose-base.js";
|
||||
import { skill as buildShelter } from "./build-shelter.js";
|
||||
import { skill as depositSurplus } from "./deposit-surplus.js";
|
||||
import { skill as farmWheat } from "./farm-wheat.js";
|
||||
import {
|
||||
craftPlanksSkill,
|
||||
craftSticksSkill,
|
||||
@@ -39,6 +43,7 @@ import {
|
||||
craftFurnaceSkill,
|
||||
craftChestSkill,
|
||||
craftTorchSkill,
|
||||
craftBedSkill,
|
||||
} from "./craft.js";
|
||||
|
||||
const SKILLS = new Map();
|
||||
@@ -56,7 +61,11 @@ register(chopLogs);
|
||||
register(eat);
|
||||
register(wander);
|
||||
register(gatherStone);
|
||||
register(gatherWool);
|
||||
register(chooseBase);
|
||||
register(buildShelter);
|
||||
register(depositSurplus);
|
||||
register(farmWheat);
|
||||
register(craftPlanksSkill);
|
||||
register(craftSticksSkill);
|
||||
register(craftWoodenAxeSkill);
|
||||
@@ -68,6 +77,7 @@ register(craftStoneSwordSkill);
|
||||
register(craftFurnaceSkill);
|
||||
register(craftChestSkill);
|
||||
register(craftTorchSkill);
|
||||
register(craftBedSkill);
|
||||
|
||||
export function listSkills() {
|
||||
return Array.from(SKILLS.values()).map((s) => ({
|
||||
|
||||
+34
-25
@@ -17,6 +17,7 @@ import path from "node:path";
|
||||
import { fileURLToPath } from "node:url";
|
||||
|
||||
import { stateDir } from "./config.js";
|
||||
import { isWatchableJs } from "./watch-filter.js";
|
||||
|
||||
const __filename = fileURLToPath(import.meta.url);
|
||||
const __dirname = path.dirname(__filename);
|
||||
@@ -124,32 +125,40 @@ function spawnChild() {
|
||||
child.on("exit", (code, signal) => {
|
||||
console.log(`[supervisor] child exited code=${code} signal=${signal}`);
|
||||
const wantsRestart = code === RELOAD_EXIT_CODE || restartingDueToWatch;
|
||||
// Capture BEFORE clearing — watch-triggered restarts are intentional
|
||||
// and must not be counted toward the crash-loop rollback threshold.
|
||||
const isWatchRestart = restartingDueToWatch;
|
||||
restartingDueToWatch = false;
|
||||
if (!wantsRestart) {
|
||||
// Clean exit (SIGINT/SIGTERM bubble) or crash — don't relaunch.
|
||||
process.exit(code ?? 0);
|
||||
}
|
||||
// Rate-limit restarts so a crash loop doesn't burn CPU.
|
||||
const now = nowMs();
|
||||
restartTimestamps.push(now);
|
||||
while (restartTimestamps.length && now - restartTimestamps[0] > 60_000) restartTimestamps.shift();
|
||||
if (restartTimestamps.length > MAX_RESTARTS_PER_MINUTE) {
|
||||
// Crash loop. If the last commit is young AND touched runtime/, it
|
||||
// probably broke us — roll it back and try once more.
|
||||
const ageMs = lastCommitAgeMs();
|
||||
if (
|
||||
ageMs < ROLLBACK_FRESHNESS_MS &&
|
||||
lastCommitTouchedRuntime() &&
|
||||
rollbackCount < MAX_ROLLBACKS &&
|
||||
rollbackLastCommit()
|
||||
) {
|
||||
console.log(`[supervisor] auto-rollback ${rollbackCount}/${MAX_ROLLBACKS} applied; restart counters reset`);
|
||||
restartTimestamps.length = 0;
|
||||
setTimeout(spawnChild, 500);
|
||||
return;
|
||||
// Rate-limit restarts so a crash loop doesn't burn CPU. Watch-triggered
|
||||
// restarts don't count — burned a working main once (2026-05-26) when
|
||||
// edits to runtime/*.test.js looked like a crash loop and rolled back
|
||||
// the scheduler PR.
|
||||
if (!isWatchRestart) {
|
||||
const now = nowMs();
|
||||
restartTimestamps.push(now);
|
||||
while (restartTimestamps.length && now - restartTimestamps[0] > 60_000) restartTimestamps.shift();
|
||||
if (restartTimestamps.length > MAX_RESTARTS_PER_MINUTE) {
|
||||
// Crash loop. If the last commit is young AND touched runtime/, it
|
||||
// probably broke us — roll it back and try once more.
|
||||
const ageMs = lastCommitAgeMs();
|
||||
if (
|
||||
ageMs < ROLLBACK_FRESHNESS_MS &&
|
||||
lastCommitTouchedRuntime() &&
|
||||
rollbackCount < MAX_ROLLBACKS &&
|
||||
rollbackLastCommit()
|
||||
) {
|
||||
console.log(`[supervisor] auto-rollback ${rollbackCount}/${MAX_ROLLBACKS} applied; restart counters reset`);
|
||||
restartTimestamps.length = 0;
|
||||
setTimeout(spawnChild, 500);
|
||||
return;
|
||||
}
|
||||
console.error(`[supervisor] too many restarts (${restartTimestamps.length} in 60s) — giving up`);
|
||||
process.exit(1);
|
||||
}
|
||||
console.error(`[supervisor] too many restarts (${restartTimestamps.length} in 60s) — giving up`);
|
||||
process.exit(1);
|
||||
}
|
||||
console.log(`[supervisor] restarting in 500ms…`);
|
||||
setTimeout(spawnChild, 500);
|
||||
@@ -163,11 +172,11 @@ function spawnChild() {
|
||||
|
||||
let debounceTimer = null;
|
||||
function watchRuntime() {
|
||||
const watcher = fs.watch(RUNTIME_DIR, { recursive: false }, (eventType, filename) => {
|
||||
if (!filename || !filename.endsWith(".js")) return;
|
||||
// supervisor.js itself is excluded — restarting THIS process from
|
||||
// inside itself would require a separate exec, which we don't do.
|
||||
if (filename === "supervisor.js") return;
|
||||
// recursive:true so edits to runtime/skills/*.js and runtime/social/*.js
|
||||
// also restart the child. macOS + Linux support recursive fs.watch on
|
||||
// Node 20+.
|
||||
const watcher = fs.watch(RUNTIME_DIR, { recursive: true }, (eventType, filename) => {
|
||||
if (!isWatchableJs(filename)) return;
|
||||
if (debounceTimer) clearTimeout(debounceTimer);
|
||||
debounceTimer = setTimeout(() => {
|
||||
console.log(`[supervisor] ${filename} changed — restarting child`);
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
// Pure predicate for the supervisor's fs.watch callback. Kept in its own
|
||||
// module so it can be unit-tested without importing supervisor.js (which
|
||||
// has top-level side effects like acquireLock).
|
||||
//
|
||||
// Returns true when a filename should trigger a child restart, false when
|
||||
// the supervisor should ignore the event.
|
||||
|
||||
export function isWatchableJs(filename) {
|
||||
if (!filename) return false;
|
||||
if (!filename.endsWith(".js")) return false;
|
||||
// supervisor.js itself is excluded — restarting THIS process from
|
||||
// inside itself would require a separate exec, which we don't do.
|
||||
if (filename === "supervisor.js" || filename.endsWith("/supervisor.js")) return false;
|
||||
// Test files mustn't trigger restarts. Adding/editing a *.test.js was
|
||||
// causing the restart-storm observed live (2026-05-26): each new test
|
||||
// landed during a session burned a slot in MAX_RESTARTS_PER_MINUTE and
|
||||
// the supervisor would give up.
|
||||
if (filename.endsWith(".test.js")) return false;
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
import { test } from "node:test";
|
||||
import assert from "node:assert/strict";
|
||||
|
||||
import { isWatchableJs } from "./watch-filter.js";
|
||||
|
||||
test("isWatchableJs accepts top-level runtime js", () => {
|
||||
assert.equal(isWatchableJs("bot.js"), true);
|
||||
assert.equal(isWatchableJs("reflex.js"), true);
|
||||
});
|
||||
|
||||
test("isWatchableJs accepts nested skills/social js (recursive watch)", () => {
|
||||
assert.equal(isWatchableJs("skills/index.js"), true);
|
||||
assert.equal(isWatchableJs("skills/chop-logs.js"), true);
|
||||
assert.equal(isWatchableJs("social/intent.js"), true);
|
||||
});
|
||||
|
||||
test("isWatchableJs rejects *.test.js everywhere (root of restart storm)", () => {
|
||||
assert.equal(isWatchableJs("reflex.test.js"), false);
|
||||
assert.equal(isWatchableJs("base-site.test.js"), false);
|
||||
assert.equal(isWatchableJs("skills/contract.test.js"), false);
|
||||
assert.equal(isWatchableJs("skills/compat.test.js"), false);
|
||||
});
|
||||
|
||||
test("isWatchableJs rejects supervisor.js itself", () => {
|
||||
assert.equal(isWatchableJs("supervisor.js"), false);
|
||||
});
|
||||
|
||||
test("isWatchableJs rejects non-js / empty input", () => {
|
||||
assert.equal(isWatchableJs(""), false);
|
||||
assert.equal(isWatchableJs(null), false);
|
||||
assert.equal(isWatchableJs("notes.md"), false);
|
||||
assert.equal(isWatchableJs("config.json"), false);
|
||||
});
|
||||
Reference in New Issue
Block a user