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
+188
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@@ -0,0 +1,188 @@
// village.build-shelter — place a minimal 3×3×3 hut around the bot's
// recorded base (or current position if no base yet). The blueprint is
// computed once per call as a list of {x,y,z,blockType} targets, then
// the skill places them in order, marking each placed block in the
// owned-blocks ledger. Idempotent: any target that already holds the
// right block is skipped, so the skill is resumable across restarts.
//
// Walls use any *_planks the bot carries (we pick the most-common type).
// The interior keeps the bed slot empty (assumes the bed sits on
// (cx+1, cy, cz) — i.e. one step east of the centre).
//
// Out of scope here: door entity (mineflayer can't reliably place doors
// without recent version checks). The west wall has a 1-block opening
// at head-height the bot can step through.
import { applyProfile, PROFILES } from "../movement-profiles.js";
import { info, warn } from "../log.js";
import { getLocation, setLocation } from "../locations.js";
const SHELTER_NAME = "shelter";
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
function pickBuildPlanks(bot) {
const counts = new Map();
for (const item of bot.inventory.items()) {
if (item.name.endsWith("_planks")) {
counts.set(item.name, (counts.get(item.name) ?? 0) + item.count);
}
}
let best = null;
for (const [name, n] of counts) {
if (!best || n > best.n) best = { name, n };
}
return best;
}
// Build a list of {x,y,z, name} targets for a 3×3 footprint × 3-tall
// shelter centred on (cx, cy, cz). Bed slot (cx+1, cy, cz) and head-
// height entry at the west wall (cx-1, cy+1, cz) are left empty.
function blueprint(center, plankName) {
const targets = [];
const { x: cx, y: cy, z: cz } = center;
// Floor: only the corners we don't already have (skip the bed slot).
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
targets.push({ x: cx + dx, y: cy - 1, z: cz + dz, name: plankName });
}
}
// Walls (y = cy and y = cy+1).
for (let dy = 0; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
const isCorner = Math.abs(dx) + Math.abs(dz) === 2;
const isWall = Math.abs(dx) === 1 || Math.abs(dz) === 1;
if (!isWall && !isCorner) continue; // skip interior column
// Leave one wall slot open as a doorway: west wall, head height.
if (dx === -1 && dz === 0 && dy === 1) continue;
// Bed occupies (cx+1, cy, cz) — its second half is at (cx+2, cy, cz)
// which is OUTSIDE this 3×3 footprint. So we don't need to clear it.
targets.push({ x: cx + dx, y: cy + dy, z: cz + dz, name: plankName });
}
}
}
// Roof: full 3×3 at y = cy+2.
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
targets.push({ x: cx + dx, y: cy + 2, z: cz + dz, name: plankName });
}
}
return targets;
}
function blockMatchesName(block, name) {
return block && block.name === name;
}
function findReferenceForPlacement(bot, target) {
// Try the block below the target first (most natural place to stack
// from). If it's air, try sides.
const offsets = [
{ x: 0, y: -1, z: 0, face: { x: 0, y: 1, z: 0 } },
{ x: -1, y: 0, z: 0, face: { x: 1, y: 0, z: 0 } },
{ x: 1, y: 0, z: 0, face: { x: -1, y: 0, z: 0 } },
{ x: 0, y: 0, z: -1, face: { x: 0, y: 0, z: 1 } },
{ x: 0, y: 0, z: 1, face: { x: 0, y: 0, z: -1 } },
{ x: 0, y: 1, z: 0, face: { x: 0, y: -1, z: 0 } },
];
for (const off of offsets) {
const block = bot.blockAt({
x: target.x + off.x,
y: target.y + off.y,
z: target.z + off.z,
});
if (block && block.boundingBox === "block") return { ref: block, face: off.face };
}
return null;
}
export const skill = Object.freeze({
id: "village.build-shelter",
title: "Build a tiny shelter around the bed",
timeoutMs: 5 * 60_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
const planks = pickBuildPlanks(ctx.bot);
if (!planks || planks.n < 18) {
return { ok: false, code: "missing_material", detail: `need ≥18 planks (have ${planks?.n ?? 0})` };
}
// Need a base or at least a placed bed nearby; the chooseBase skill
// is responsible for picking the spot first.
const base = getLocation("base") ?? getLocation(SHELTER_NAME);
if (!base) return { ok: false, code: "no_base", detail: "no base location chosen yet" };
return { ok: true };
},
async execute(ctx, { owned } = {}) {
const bot = ctx.bot;
const planks = pickBuildPlanks(bot);
const base = getLocation("base") ?? getLocation(SHELTER_NAME);
const center = { x: base.x, y: base.y, z: base.z };
applyProfile(PROFILES.BUILD, bot);
const targets = blueprint(center, planks.name);
info("action", `village.build-shelter: ${targets.length} blocks (planks=${planks.name})`);
let placed = 0;
let skipped = 0;
for (const target of targets) {
const existing = bot.blockAt(target);
if (blockMatchesName(existing, planks.name)) {
skipped++;
continue;
}
// Re-equip planks each iteration (the bot might have eaten / swapped).
const item = bot.inventory.items().find((i) => i.name === planks.name);
if (!item) {
warn("action", `village.build-shelter: ran out of ${planks.name} mid-build`);
break;
}
try {
await withTimeout(bot.equip(item, "hand"), 3000, "equip plank");
} catch (e) {
warn("action", `village.build-shelter: equip failed: ${e.message}`);
continue;
}
const place = findReferenceForPlacement(bot, target);
if (!place) {
warn("action", `village.build-shelter: no reference block for ${target.x},${target.y},${target.z}`);
continue;
}
try {
await withTimeout(bot.placeBlock(place.ref, place.face), 5000, "placeBlock");
if (owned?.markPlaced) {
owned.markPlaced({
x: target.x, y: target.y, z: target.z,
blockType: planks.name,
skill: "village.build-shelter",
});
}
placed++;
} catch (e) {
warn("action", `village.build-shelter: place ${target.x},${target.y},${target.z} failed: ${e.message}`);
}
}
// Record the shelter location so future skills can find it even if
// base gets re-scored.
setLocation(SHELTER_NAME, { x: center.x, y: center.y, z: center.z, radius: 2, note: `auto-built; ${placed} blocks placed` });
if (placed === 0 && skipped === 0) {
return { ok: false, code: "no_progress", detail: "could not place any blocks", worldDelta: null };
}
return {
ok: true,
code: "done",
detail: { placed, skipped, total: targets.length, plankName: planks.name },
worldDelta: { shelterAt: center, placed },
};
},
});
+66
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@@ -229,6 +229,72 @@ export const craftChestSkill = makeRecipeSkill({
needsTable: true,
});
// Bed: 3 wool of one colour + 3 planks → 1 bed of that colour. We look
// for any colour we have ≥3 of, ditto planks, and craft that pairing.
// All bed recipes require a crafting table.
const BED_COLORS = [
"white", "orange", "magenta", "light_blue", "yellow", "lime", "pink",
"gray", "light_gray", "cyan", "purple", "blue", "brown", "green",
"red", "black",
];
function countByName(bot, name) {
return bot.inventory.items().reduce((s, i) => (i.name === name ? s + i.count : s), 0);
}
function bedColorWeCanCraft(bot) {
// Need 3 wool of a single colour. (Mixed-colour wool can't combine.)
for (const c of BED_COLORS) {
if (countByName(bot, `${c}_wool`) >= 3) return c;
}
return null;
}
export const craftBedSkill = Object.freeze({
id: "craft.bed",
title: "Craft a bed",
timeoutMs: 30_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
const color = bedColorWeCanCraft(ctx.bot);
if (!color) return { ok: false, code: "missing_material", detail: "need 3 wool of one colour" };
if (totalPlanks(ctx.bot) < 3) return { ok: false, code: "missing_material", detail: "need 3 planks" };
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
const color = bedColorWeCanCraft(bot);
const item = `${color}_bed`;
const tableRes = await placeCraftingTable(bot);
if (!tableRes.ok) {
const msg = String(tableRes.detail ?? "");
const code = msg.includes("timed out") ? "timeout" : "missing_table";
return { ok: false, code, detail: tableRes.detail, worldDelta: null };
}
const reg = bot?.registry;
const itemId = reg?.itemsByName?.[item]?.id;
if (itemId == null) {
return { ok: false, code: "unsupported_version", detail: `no ${item} in registry`, worldDelta: null };
}
const recipes = bot.recipesFor(itemId, null, 1, tableRes.block);
const recipe = recipes[0];
if (!recipe) {
return { ok: false, code: "no_recipe", detail: `no recipe for ${item}`, worldDelta: null };
}
try {
await withTimeout(bot.craft(recipe, 1, tableRes.block), 15_000, `craft(${item})`);
return { ok: true, code: "done", detail: { item }, worldDelta: { crafted: item } };
} catch (e) {
const msg = String(e?.message ?? "");
const code = msg.includes("timed out") ? "timeout" : "failed";
return { ok: false, code, detail: e.message, worldDelta: null };
}
},
validate(ctx, result) {
return result.ok && !!result.worldDelta?.crafted;
},
});
// Torch: 1 stick + 1 coal (or charcoal) → 4 torches. We accept either
// fuel via precondition shortcut: if no coal AND no charcoal, fail with
// missing_material so the curriculum surfaces the blocker rather than
+127
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@@ -0,0 +1,127 @@
// village.deposit-surplus — find the nearest placed chest, open it, and
// transfer any stack the bot is over-carrying (logs, cobble, dirt,
// seeds). Keeps a small "essentials" reserve in inventory so the bot
// keeps its tools, food and bed.
//
// What counts as surplus:
// * any item whose count exceeds RESERVE_PER_NAME (default: keep 8 of
// each named item), UNLESS it's in KEEP_ALWAYS (tools/bed/food).
// * raw materials that look strictly storable (logs/cobble/dirt/sand).
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { applyProfile, PROFILES } from "../movement-profiles.js";
import { info, warn } from "../log.js";
const KEEP_ALWAYS_NAME_RE = /(_axe|_pickaxe|_sword|_shovel|_hoe|_bed|bread|cooked_|apple|carrot|potato|wheat_seeds)$/;
const STORABLE_NAME_RE = /(_log$|_stem$|cobblestone|cobbled_deepslate|deepslate|stone$|dirt|sand|gravel|wheat$|_planks$|stick$)/;
const RESERVE_PER_NAME = 8;
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
function pickSurplus(bot) {
const out = [];
// Group inventory items by name, then decide how much to deposit per name.
const grouped = new Map();
for (const item of bot.inventory.items()) {
if (!grouped.has(item.name)) grouped.set(item.name, []);
grouped.get(item.name).push(item);
}
for (const [name, items] of grouped) {
if (KEEP_ALWAYS_NAME_RE.test(name)) continue;
const total = items.reduce((s, i) => s + i.count, 0);
const storable = STORABLE_NAME_RE.test(name);
const reserve = storable ? Math.min(RESERVE_PER_NAME, total) : 0;
const surplus = total - reserve;
if (surplus <= 0) continue;
out.push({ name, surplus, items });
}
return out;
}
export const skill = Object.freeze({
id: "village.deposit-surplus",
title: "Deposit surplus items in a chest",
timeoutMs: 60_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
const surplus = pickSurplus(ctx.bot);
if (surplus.length === 0) return { ok: false, code: "nothing_to_deposit", detail: "no surplus stacks" };
const chest = ctx.bot.findBlock({
matching: (b) => b?.name === "chest" || b?.name === "trapped_chest",
maxDistance: 24,
});
if (!chest) return { ok: false, code: "no_chest", detail: "no chest within 24 blocks" };
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
const chest = bot.findBlock({
matching: (b) => b?.name === "chest" || b?.name === "trapped_chest",
maxDistance: 24,
});
if (!chest) return { ok: false, code: "no_chest", detail: "no chest after move", worldDelta: null };
ensurePathfinder(bot);
applyProfile(PROFILES.TRAVEL, bot);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(chest.position.x, chest.position.y, chest.position.z, 1)),
30_000,
"goto chest",
);
} catch (e) {
return { ok: false, code: "no_path", detail: e.message, worldDelta: null };
}
let chestHandle;
try {
chestHandle = await withTimeout(bot.openContainer(chest), 8_000, "openChest");
} catch (e) {
return { ok: false, code: "open_failed", detail: e.message, worldDelta: null };
}
let deposited = 0;
const detail = [];
try {
for (const { name, surplus } of pickSurplus(bot)) {
const ref = bot.registry?.itemsByName?.[name];
if (!ref) continue;
try {
await withTimeout(chestHandle.deposit(ref.id, null, surplus), 10_000, `deposit ${name}`);
deposited += surplus;
detail.push(`${name}×${surplus}`);
info("action", `village.deposit-surplus: ${name}×${surplus}`);
} catch (e) {
warn("action", `village.deposit-surplus: ${name} failed: ${e.message}`);
}
}
} finally {
try { await chestHandle.close(); } catch {}
}
if (deposited === 0) {
return { ok: false, code: "deposit_failed", detail: "opened chest but deposited nothing", worldDelta: null };
}
return {
ok: true,
code: "done",
detail: { deposited, items: detail },
worldDelta: { depositedTotal: deposited },
};
},
});
+180
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@@ -0,0 +1,180 @@
// farm.wheat — opportunistic wheat farming. The skill does ONE of:
// * plant a wheat seed on a nearby tilled farmland block, OR
// * till a grass/dirt block adjacent to water if we have a hoe and seeds,
// * harvest a fully-grown wheat block.
//
// We don't try to plan a full 3×3 plot in one call — the curriculum can
// dispatch the skill repeatedly and each call makes one block of progress.
// This is consistent with the gather.logs / gather.stone "one block at a
// time" rhythm and keeps each tick observable.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { applyProfile, PROFILES } from "../movement-profiles.js";
import { info, warn } from "../log.js";
const HOE_NAMES = ["wooden_hoe", "stone_hoe", "iron_hoe", "diamond_hoe", "netherite_hoe", "golden_hoe"];
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
function getCount(bot, name) {
return bot.inventory.items().reduce((s, i) => (i.name === name ? s + i.count : s), 0);
}
function getItem(bot, name) {
return bot.inventory.items().find((i) => i.name === name) ?? null;
}
function hasHoe(bot) {
return HOE_NAMES.some((n) => getCount(bot, n) > 0);
}
function findHoe(bot) {
for (const n of HOE_NAMES) {
const item = getItem(bot, n);
if (item) return item;
}
return null;
}
function isWaterNear(bot, pos, radius = 4) {
for (let dx = -radius; dx <= radius; dx++) {
for (let dz = -radius; dz <= radius; dz++) {
const b = bot.blockAt({ x: pos.x + dx, y: pos.y, z: pos.z + dz });
if (b?.name === "water") return true;
}
}
return false;
}
export const skill = Object.freeze({
id: "farm.wheat",
title: "Make one step of wheat farming progress",
timeoutMs: 60_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
const bot = ctx.bot;
const hasSeeds = getCount(bot, "wheat_seeds") > 0;
// We're happy to dispatch when EITHER seeds+hoe+water available
// OR there's a ripe wheat block to harvest.
const ripeWheat = bot.findBlock({
matching: (b) => b?.name === "wheat" && (b?.metadata === 7 || b?.getProperties?.()?.age === 7),
maxDistance: 24,
});
if (ripeWheat) return { ok: true };
if (!hasSeeds) return { ok: false, code: "no_seeds", detail: "no wheat_seeds in inventory" };
if (!hasHoe(bot)) return { ok: false, code: "missing_tool", detail: "no hoe" };
// Need at least one tillable + water-adjacent block within 16.
const tillable = bot.findBlock({
matching: (b) => (b?.name === "grass_block" || b?.name === "dirt") && isWaterNear(bot, b.position, 4),
maxDistance: 16,
});
if (!tillable) return { ok: false, code: "no_target", detail: "no tillable grass/dirt near water" };
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
ensurePathfinder(bot);
applyProfile(PROFILES.GATHER, bot);
// 1. Harvest ripe wheat if any.
const ripeWheat = bot.findBlock({
matching: (b) => b?.name === "wheat" && (b?.metadata === 7 || b?.getProperties?.()?.age === 7),
maxDistance: 24,
});
if (ripeWheat) {
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalGetToBlock(ripeWheat.position.x, ripeWheat.position.y, ripeWheat.position.z)),
20_000,
"goto wheat",
);
await withTimeout(bot.dig(ripeWheat), 8_000, "harvest wheat");
info("action", `farm.wheat: harvested wheat at ${ripeWheat.position}`);
return {
ok: true,
code: "done",
detail: { phase: "harvest", at: ripeWheat.position },
worldDelta: { harvestedAt: ripeWheat.position },
};
} catch (e) {
warn("action", `farm.wheat harvest failed: ${e.message}`);
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
}
}
// 2. Plant on existing farmland if any (water-adjacent or not, just farmland exists).
const farmland = bot.findBlock({
matching: (b) => b?.name === "farmland",
maxDistance: 16,
});
const seedItem = getItem(bot, "wheat_seeds");
if (farmland && seedItem) {
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(farmland.position.x, farmland.position.y, farmland.position.z, 1)),
20_000,
"goto farmland",
);
await withTimeout(bot.equip(seedItem, "hand"), 3000, "equip seeds");
await withTimeout(
bot.placeBlock(farmland, { x: 0, y: 1, z: 0 }),
5000,
"placeBlock(seeds)",
);
return {
ok: true,
code: "done",
detail: { phase: "plant", at: farmland.position },
worldDelta: { plantedAt: farmland.position },
};
} catch (e) {
warn("action", `farm.wheat plant failed: ${e.message}`);
// fall through to tilling
}
}
// 3. Till a grass/dirt block next to water with our hoe.
const tillable = bot.findBlock({
matching: (b) => (b?.name === "grass_block" || b?.name === "dirt") && isWaterNear(bot, b.position, 4),
maxDistance: 16,
});
if (!tillable) {
return { ok: false, code: "no_target", detail: "no tillable block remaining", worldDelta: null };
}
const hoe = findHoe(bot);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(tillable.position.x, tillable.position.y, tillable.position.z, 2)),
20_000,
"goto tillable",
);
await withTimeout(bot.equip(hoe, "hand"), 3000, "equip hoe");
// Activate the block (right-click): turns grass/dirt → farmland.
await withTimeout(bot.activateBlock(tillable), 5000, "till");
return {
ok: true,
code: "done",
detail: { phase: "till", at: tillable.position },
worldDelta: { tilledAt: tillable.position },
};
} catch (e) {
warn("action", `farm.wheat till failed: ${e.message}`);
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
}
},
});
+16 -8
View File
@@ -4,6 +4,12 @@
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import collectBlockPkg from "mineflayer-collectblock";
const collectBlockPlugin =
collectBlockPkg.plugin ??
collectBlockPkg.default?.plugin ??
collectBlockPkg.default ??
collectBlockPkg;
import { pickaxes } from "./groups.js";
import { info, warn } from "../log.js";
@@ -17,6 +23,14 @@ function ensurePathfinder(bot) {
pluginLoaded.add(bot);
}
let collectBlockLoaded = new WeakSet();
function ensureCollectBlock(bot) {
ensurePathfinder(bot);
if (collectBlockLoaded.has(bot)) return;
bot.loadPlugin(collectBlockPlugin);
collectBlockLoaded.add(bot);
}
function setMovementsForGather(bot) {
const m = new Movements(bot);
m.canDig = true;
@@ -91,18 +105,12 @@ export const skill = Object.freeze({
return { ok: false, code: "no_target", detail: "no reachable stone within 32 blocks", worldDelta: null };
}
ensurePathfinder(bot);
ensureCollectBlock(bot);
setMovementsForGather(bot);
const pickaxe = await equipBestPickaxe(bot);
info("action", `gather.stone: ${target.name} at ${target.position.x},${target.position.y},${target.position.z} (tool=${pickaxe ?? "fists"})`);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalGetToBlock(target.position.x, target.position.y, target.position.z)),
45_000,
"pathToStone",
);
await withTimeout(bot.dig(target), 30_000, "digStone");
await new Promise((r) => setTimeout(r, 1200));
await withTimeout(bot.collectBlock.collect(target), 60_000, "collectStone");
return {
ok: true,
code: "done",
+166
View File
@@ -0,0 +1,166 @@
// gather.wool — get one block of wool, any colour. Three paths in order
// of preference:
// 1. Mine a placed wool block within 32 blocks (someone left one).
// 2. Shear a nearby sheep if we carry shears.
// 3. Attack a nearby sheep to drop wool (last resort; gives 1 wool).
//
// Wool is the only ingredient missing for a bed once we have planks, so
// this skill is the first real "go find an animal" task the bot has.
import collectBlockPkg from "mineflayer-collectblock";
import pathfinderPkg from "mineflayer-pathfinder";
import { info, warn } from "../log.js";
const { pathfinder, goals, Movements } = pathfinderPkg;
const collectBlockPlugin =
collectBlockPkg.plugin ??
collectBlockPkg.default?.plugin ??
collectBlockPkg.default ??
collectBlockPkg;
const WOOL_BLOCK_RE = /(?:^|_)wool$/;
let pluginLoaded = new WeakSet();
function ensurePlugins(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
bot.loadPlugin(collectBlockPlugin);
pluginLoaded.add(bot);
}
function setMovementsForGather(bot) {
const m = new Movements(bot);
m.canDig = true;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
function woolCount(bot) {
return bot.inventory.items().reduce(
(sum, i) => (WOOL_BLOCK_RE.test(i.name) || i.name.endsWith("_wool") ? sum + i.count : sum),
0,
);
}
function nearestSheep(bot) {
let best = null;
for (const e of Object.values(bot.entities)) {
if (e?.name !== "sheep" || !e.position) continue;
const d = e.position.distanceTo(bot.entity.position);
if (!best || d < best.d) best = { e, d };
}
return best;
}
export const skill = Object.freeze({
id: "gather.wool",
title: "Gather one wool",
timeoutMs: 90_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
if (woolCount(ctx.bot) >= 3) {
return { ok: false, code: "already_have", detail: "already have ≥3 wool" };
}
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
ensurePlugins(bot);
setMovementsForGather(bot);
// 1. Placed wool block?
const woolBlock = bot.findBlock({
matching: (b) => b?.name && (b.name.endsWith("_wool") || b.name === "wool"),
maxDistance: 32,
});
if (woolBlock) {
info("action", `gather.wool: mining ${woolBlock.name} at ${woolBlock.position}`);
try {
await withTimeout(bot.collectBlock.collect(woolBlock), 45_000, "collectWool");
return {
ok: true,
code: "done",
detail: { from: "block", name: woolBlock.name },
worldDelta: { gotWool: 1, source: "block" },
};
} catch (e) {
warn("action", `gather.wool block-mine failed: ${e.message}`);
// fall through to sheep
}
}
// 2/3. Sheep — shear if we have shears, otherwise attack.
const sheep = nearestSheep(bot);
if (!sheep) {
return { ok: false, code: "no_target", detail: "no wool block and no sheep within view", worldDelta: null };
}
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalFollow(sheep.e, 2)),
30_000,
"pathToSheep",
);
} catch (e) {
return { ok: false, code: "no_path", detail: e.message, worldDelta: null };
}
const shears = bot.inventory.items().find((i) => i.name === "shears");
if (shears) {
try {
await withTimeout(bot.equip(shears, "hand"), 3000, "equip shears");
bot.activateEntity(sheep.e); // shears interaction
await new Promise((r) => setTimeout(r, 600));
// Wait for the drop entity to spawn near the sheep, then pick it up
// by walking to it. Simplest: a brief wait — the bot is already next
// to the sheep, drops are auto-collected.
await new Promise((r) => setTimeout(r, 1200));
return {
ok: true,
code: "done",
detail: { from: "shear", entityId: sheep.e.id },
worldDelta: { gotWool: 1, source: "shear" },
};
} catch (e) {
warn("action", `gather.wool shear failed: ${e.message}`);
// fall through to attack
}
}
try {
bot.attack(sheep.e);
await new Promise((r) => setTimeout(r, 800));
// Mineflayer doesn't auto-loop attacks; re-fire until dead or out
// of reach. Up to 6 swings.
for (let i = 0; i < 6; i++) {
const still = Object.values(bot.entities).find((e) => e.id === sheep.e.id);
if (!still) break;
if (still.position.distanceTo(bot.entity.position) > 4) break;
bot.attack(still);
await new Promise((r) => setTimeout(r, 700));
}
await new Promise((r) => setTimeout(r, 1200));
return {
ok: true,
code: "done",
detail: { from: "kill", entityId: sheep.e.id },
worldDelta: { gotWool: 1, source: "kill" },
};
} catch (e) {
warn("action", `gather.wool attack failed: ${e.message}`);
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
}
},
recover(ctx, result) {
if (result.code === "no_target") return { hint: "wander", reason: "no sheep or wool block visible" };
return null;
},
});
+10
View File
@@ -26,7 +26,11 @@ import { skill as chopLogs } from "./chop-logs.js";
import { skill as eat } from "./eat.js";
import { skill as wander } from "./wander.js";
import { skill as gatherStone } from "./gather-stone.js";
import { skill as gatherWool } from "./gather-wool.js";
import { skill as chooseBase } from "./choose-base.js";
import { skill as buildShelter } from "./build-shelter.js";
import { skill as depositSurplus } from "./deposit-surplus.js";
import { skill as farmWheat } from "./farm-wheat.js";
import {
craftPlanksSkill,
craftSticksSkill,
@@ -39,6 +43,7 @@ import {
craftFurnaceSkill,
craftChestSkill,
craftTorchSkill,
craftBedSkill,
} from "./craft.js";
const SKILLS = new Map();
@@ -56,7 +61,11 @@ register(chopLogs);
register(eat);
register(wander);
register(gatherStone);
register(gatherWool);
register(chooseBase);
register(buildShelter);
register(depositSurplus);
register(farmWheat);
register(craftPlanksSkill);
register(craftSticksSkill);
register(craftWoodenAxeSkill);
@@ -68,6 +77,7 @@ register(craftStoneSwordSkill);
register(craftFurnaceSkill);
register(craftChestSkill);
register(craftTorchSkill);
register(craftBedSkill);
export function listSkills() {
return Array.from(SKILLS.values()).map((s) => ({