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>
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+14
-14
@@ -639,6 +639,17 @@ function tick() {
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lastSnapshot.busy = reflexCtx.busy
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? { label: reflexCtx.currentActionLabel ?? "?" }
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: null;
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// Curriculum + locations MUST be computed BEFORE runTick so the
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// curriculum reflex sees the suggested skill in snapshot.curriculum.
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// (Pre-2026-05-26 they were computed after — every tick fell through
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// to the wander fallback because plan.skillId was undefined.)
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try {
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lastSnapshot.locations = listLocations();
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} catch {
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lastSnapshot.locations = {};
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}
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const curriculumEarly = nextCurriculumMilestone(lastSnapshot);
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lastSnapshot.curriculum = curriculumEarly;
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reflexCtx.snapshot = lastSnapshot;
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if (!reflexPaused) {
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const result = runTick(reflexCtx);
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@@ -676,20 +687,9 @@ function tick() {
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lastSnapshot.activeSkill = reflexCtx.busy
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? reflexCtx.currentActionLabel
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: reflexCtx.lastReflex?.label ?? null;
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// Two sources of "next milestone":
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// - planner.md (LLM-written, free-form, advisory)
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// - curriculum.js (deterministic early-game progression)
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// The TUI prefers the curriculum's structured milestone (it has a
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// suggested skill); falls back to the planner line for late-game.
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// locations.json drives the village.* milestones — read each tick
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// (cheap: a small JSON file, no parse on cold cache).
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try {
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lastSnapshot.locations = listLocations();
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} catch {
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lastSnapshot.locations = {};
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}
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const curriculum = nextCurriculumMilestone(lastSnapshot);
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lastSnapshot.curriculum = curriculum;
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// Curriculum + locations were already computed before runTick (above).
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// Re-stamp the title here so observability fields stay together.
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const curriculum = lastSnapshot.curriculum;
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lastSnapshot.currentMilestone = curriculum?.milestone?.title ?? cachedMilestone;
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lastSnapshot.lastResult = lastResult;
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lastSnapshot.noProgressReason = noProgressReason;
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