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:
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// village.deposit-surplus — find the nearest placed chest, open it, and
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// transfer any stack the bot is over-carrying (logs, cobble, dirt,
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// seeds). Keeps a small "essentials" reserve in inventory so the bot
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// keeps its tools, food and bed.
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//
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// What counts as surplus:
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// * any item whose count exceeds RESERVE_PER_NAME (default: keep 8 of
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// each named item), UNLESS it's in KEEP_ALWAYS (tools/bed/food).
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// * raw materials that look strictly storable (logs/cobble/dirt/sand).
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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import { applyProfile, PROFILES } from "../movement-profiles.js";
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import { info, warn } from "../log.js";
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const KEEP_ALWAYS_NAME_RE = /(_axe|_pickaxe|_sword|_shovel|_hoe|_bed|bread|cooked_|apple|carrot|potato|wheat_seeds)$/;
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const STORABLE_NAME_RE = /(_log$|_stem$|cobblestone|cobbled_deepslate|deepslate|stone$|dirt|sand|gravel|wheat$|_planks$|stick$)/;
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const RESERVE_PER_NAME = 8;
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let pluginLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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pluginLoaded.add(bot);
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}
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function withTimeout(promise, ms, label) {
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let timer;
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const timeout = new Promise((_, reject) => {
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timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
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});
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return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
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}
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function pickSurplus(bot) {
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const out = [];
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// Group inventory items by name, then decide how much to deposit per name.
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const grouped = new Map();
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for (const item of bot.inventory.items()) {
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if (!grouped.has(item.name)) grouped.set(item.name, []);
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grouped.get(item.name).push(item);
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}
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for (const [name, items] of grouped) {
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if (KEEP_ALWAYS_NAME_RE.test(name)) continue;
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const total = items.reduce((s, i) => s + i.count, 0);
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const storable = STORABLE_NAME_RE.test(name);
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const reserve = storable ? Math.min(RESERVE_PER_NAME, total) : 0;
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const surplus = total - reserve;
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if (surplus <= 0) continue;
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out.push({ name, surplus, items });
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}
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return out;
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}
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export const skill = Object.freeze({
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id: "village.deposit-surplus",
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title: "Deposit surplus items in a chest",
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timeoutMs: 60_000,
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preconditions(ctx) {
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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const surplus = pickSurplus(ctx.bot);
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if (surplus.length === 0) return { ok: false, code: "nothing_to_deposit", detail: "no surplus stacks" };
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const chest = ctx.bot.findBlock({
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matching: (b) => b?.name === "chest" || b?.name === "trapped_chest",
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maxDistance: 24,
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});
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if (!chest) return { ok: false, code: "no_chest", detail: "no chest within 24 blocks" };
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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const chest = bot.findBlock({
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matching: (b) => b?.name === "chest" || b?.name === "trapped_chest",
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maxDistance: 24,
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});
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if (!chest) return { ok: false, code: "no_chest", detail: "no chest after move", worldDelta: null };
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ensurePathfinder(bot);
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applyProfile(PROFILES.TRAVEL, bot);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(chest.position.x, chest.position.y, chest.position.z, 1)),
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30_000,
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"goto chest",
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);
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} catch (e) {
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return { ok: false, code: "no_path", detail: e.message, worldDelta: null };
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}
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let chestHandle;
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try {
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chestHandle = await withTimeout(bot.openContainer(chest), 8_000, "openChest");
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} catch (e) {
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return { ok: false, code: "open_failed", detail: e.message, worldDelta: null };
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}
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let deposited = 0;
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const detail = [];
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try {
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for (const { name, surplus } of pickSurplus(bot)) {
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const ref = bot.registry?.itemsByName?.[name];
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if (!ref) continue;
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try {
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await withTimeout(chestHandle.deposit(ref.id, null, surplus), 10_000, `deposit ${name}`);
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deposited += surplus;
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detail.push(`${name}×${surplus}`);
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info("action", `village.deposit-surplus: ${name}×${surplus}`);
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} catch (e) {
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warn("action", `village.deposit-surplus: ${name} failed: ${e.message}`);
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}
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}
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} finally {
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try { await chestHandle.close(); } catch {}
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}
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if (deposited === 0) {
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return { ok: false, code: "deposit_failed", detail: "opened chest but deposited nothing", worldDelta: null };
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}
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return {
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ok: true,
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code: "done",
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detail: { deposited, items: detail },
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worldDelta: { depositedTotal: deposited },
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};
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},
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});
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