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:
2026-05-26 11:12:21 +03:00
co-authored by Claude Opus 4.7
parent ea4f16a0da
commit 29542f0559
16 changed files with 1030 additions and 78 deletions
+1 -1
View File
@@ -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
View File
@@ -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
View File
@@ -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;
+47
View File
@@ -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) {
+37 -3
View File
@@ -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
View File
@@ -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}` };
}
+188
View File
@@ -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; ${placed} blocks placed` });
if (placed === 0 && skipped === 0) {
return { ok: false, code: "no_progress", detail: "could not place any blocks", worldDelta: null };
}
return {
ok: true,
code: "done",
detail: { placed, skipped, total: targets.length, plankName: planks.name },
worldDelta: { shelterAt: center, placed },
};
},
});
+66
View File
@@ -229,6 +229,72 @@ export const craftChestSkill = makeRecipeSkill({
needsTable: true,
});
// Bed: 3 wool of one colour + 3 planks → 1 bed of that colour. We look
// for any colour we have ≥3 of, ditto planks, and craft that pairing.
// All bed recipes require a crafting table.
const BED_COLORS = [
"white", "orange", "magenta", "light_blue", "yellow", "lime", "pink",
"gray", "light_gray", "cyan", "purple", "blue", "brown", "green",
"red", "black",
];
function countByName(bot, name) {
return bot.inventory.items().reduce((s, i) => (i.name === name ? s + i.count : s), 0);
}
function bedColorWeCanCraft(bot) {
// Need 3 wool of a single colour. (Mixed-colour wool can't combine.)
for (const c of BED_COLORS) {
if (countByName(bot, `${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
+127
View File
@@ -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: ${e.message}`);
}
}
} finally {
try { await chestHandle.close(); } catch {}
}
if (deposited === 0) {
return { ok: false, code: "deposit_failed", detail: "opened chest but deposited nothing", worldDelta: null };
}
return {
ok: true,
code: "done",
detail: { deposited, items: detail },
worldDelta: { depositedTotal: deposited },
};
},
});
+180
View File
@@ -0,0 +1,180 @@
// farm.wheat — opportunistic wheat farming. The skill does ONE of:
// * plant a wheat seed on a nearby tilled farmland block, OR
// * till a grass/dirt block adjacent to water if we have a hoe and seeds,
// * harvest a fully-grown wheat block.
//
// We don't try to plan a full 3×3 plot in one call — the curriculum can
// dispatch the skill repeatedly and each call makes one block of progress.
// This is consistent with the gather.logs / gather.stone "one block at a
// time" rhythm and keeps each tick observable.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { applyProfile, PROFILES } from "../movement-profiles.js";
import { info, warn } from "../log.js";
const HOE_NAMES = ["wooden_hoe", "stone_hoe", "iron_hoe", "diamond_hoe", "netherite_hoe", "golden_hoe"];
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${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 };
}
},
});
+16 -8
View File
@@ -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",
+166
View File
@@ -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: ${e.message}`);
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
}
},
recover(ctx, result) {
if (result.code === "no_target") return { hint: "wander", reason: "no sheep or wool block visible" };
return null;
},
});
+10
View File
@@ -26,7 +26,11 @@ import { skill as chopLogs } from "./chop-logs.js";
import { skill as eat } from "./eat.js";
import { skill as wander } from "./wander.js";
import { skill as gatherStone } from "./gather-stone.js";
import { skill as gatherWool } from "./gather-wool.js";
import { skill as chooseBase } from "./choose-base.js";
import { skill as buildShelter } from "./build-shelter.js";
import { skill as depositSurplus } from "./deposit-surplus.js";
import { skill as farmWheat } from "./farm-wheat.js";
import {
craftPlanksSkill,
craftSticksSkill,
@@ -39,6 +43,7 @@ import {
craftFurnaceSkill,
craftChestSkill,
craftTorchSkill,
craftBedSkill,
} from "./craft.js";
const SKILLS = new Map();
@@ -56,7 +61,11 @@ register(chopLogs);
register(eat);
register(wander);
register(gatherStone);
register(gatherWool);
register(chooseBase);
register(buildShelter);
register(depositSurplus);
register(farmWheat);
register(craftPlanksSkill);
register(craftSticksSkill);
register(craftWoodenAxeSkill);
@@ -68,6 +77,7 @@ register(craftStoneSwordSkill);
register(craftFurnaceSkill);
register(craftChestSkill);
register(craftTorchSkill);
register(craftBedSkill);
export function listSkills() {
return Array.from(SKILLS.values()).map((s) => ({
+34 -25
View File
@@ -17,6 +17,7 @@ import path from "node:path";
import { fileURLToPath } from "node:url";
import { stateDir } from "./config.js";
import { isWatchableJs } from "./watch-filter.js";
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
@@ -124,32 +125,40 @@ function spawnChild() {
child.on("exit", (code, signal) => {
console.log(`[supervisor] child exited code=${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`);
+20
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@@ -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;
}
+33
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@@ -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);
});