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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+22
-12
@@ -84,24 +84,34 @@ function defendReflex(ctx) {
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// ---- eat -------------------------------------------------------------------
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// Lightweight food allowlist — must match what eatBestFood actually tries.
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// Kept inline so reflex doesn't have to import the groups module.
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const EAT_REFLEX_FOOD = new Set([
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"cooked_beef", "cooked_porkchop", "cooked_mutton", "cooked_chicken",
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"cooked_rabbit", "cooked_salmon", "cooked_cod", "baked_potato",
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"bread", "carrot", "apple", "sweet_berries", "melon_slice",
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"beef", "porkchop", "chicken", "mutton",
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]);
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function eatReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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if (s.food === undefined || s.food >= 16) return { action: "noop" };
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// Don't eat if we just ate (the food bar refresh on the server has a
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// small lag — re-firing within 5s would just fail bot.consume).
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// Don't dispatch eat if there's literally no food in inventory — the
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// previous version dispatched every tick, got "no food in inventory" and
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// burned the whole reflex chain on a hopeless eat-spam. (Observed live
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// 2026-05-26.) The curriculum has food.basic as a real milestone now;
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// keep eat reflex strictly for "we have food, eat it" cases.
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const inv = s.inventory ?? {};
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const hasFood = Object.keys(inv).some((n) => EAT_REFLEX_FOOD.has(n));
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if (!hasFood) return { action: "noop" };
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// Cooldown on attempts (not only successes). Bot.consume has lag on the
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// server and re-firing within 5s would just fail. We update lastEatAt
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// on EVERY dispatch so a failed attempt also respects the cooldown.
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const since = Date.now() - (ctx.lastEatAt ?? 0);
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if (since < 5000) return { action: "noop" };
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ctx.dispatch(
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() => eatBestFood(ctx.bot),
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"eat",
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{
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onComplete: (res) => {
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if (res.ok) ctx.lastEatAt = Date.now();
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},
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},
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);
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ctx.lastEatAt = Date.now();
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ctx.dispatch(() => eatBestFood(ctx.bot), "eat", {});
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return { action: "dispatched", kind: "eat", label: `food=${s.food}` };
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}
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