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
+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) {