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:
@@ -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) {
|
||||
|
||||
Reference in New Issue
Block a user