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
View File
@@ -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 },
};
},
});