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
+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}` };
}