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:
@@ -0,0 +1,180 @@
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// farm.wheat — opportunistic wheat farming. The skill does ONE of:
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// * plant a wheat seed on a nearby tilled farmland block, OR
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// * till a grass/dirt block adjacent to water if we have a hoe and seeds,
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// * harvest a fully-grown wheat block.
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//
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// We don't try to plan a full 3×3 plot in one call — the curriculum can
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// dispatch the skill repeatedly and each call makes one block of progress.
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// This is consistent with the gather.logs / gather.stone "one block at a
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// time" rhythm and keeps each tick observable.
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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 HOE_NAMES = ["wooden_hoe", "stone_hoe", "iron_hoe", "diamond_hoe", "netherite_hoe", "golden_hoe"];
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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 getCount(bot, name) {
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return bot.inventory.items().reduce((s, i) => (i.name === name ? s + i.count : s), 0);
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}
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function getItem(bot, name) {
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return bot.inventory.items().find((i) => i.name === name) ?? null;
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}
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function hasHoe(bot) {
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return HOE_NAMES.some((n) => getCount(bot, n) > 0);
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}
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function findHoe(bot) {
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for (const n of HOE_NAMES) {
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const item = getItem(bot, n);
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if (item) return item;
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}
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return null;
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}
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function isWaterNear(bot, pos, radius = 4) {
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for (let dx = -radius; dx <= radius; dx++) {
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for (let dz = -radius; dz <= radius; dz++) {
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const b = bot.blockAt({ x: pos.x + dx, y: pos.y, z: pos.z + dz });
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if (b?.name === "water") return true;
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}
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}
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return false;
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}
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export const skill = Object.freeze({
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id: "farm.wheat",
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title: "Make one step of wheat farming progress",
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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 bot = ctx.bot;
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const hasSeeds = getCount(bot, "wheat_seeds") > 0;
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// We're happy to dispatch when EITHER seeds+hoe+water available
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// OR there's a ripe wheat block to harvest.
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const ripeWheat = bot.findBlock({
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matching: (b) => b?.name === "wheat" && (b?.metadata === 7 || b?.getProperties?.()?.age === 7),
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maxDistance: 24,
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});
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if (ripeWheat) return { ok: true };
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if (!hasSeeds) return { ok: false, code: "no_seeds", detail: "no wheat_seeds in inventory" };
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if (!hasHoe(bot)) return { ok: false, code: "missing_tool", detail: "no hoe" };
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// Need at least one tillable + water-adjacent block within 16.
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const tillable = bot.findBlock({
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matching: (b) => (b?.name === "grass_block" || b?.name === "dirt") && isWaterNear(bot, b.position, 4),
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maxDistance: 16,
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});
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if (!tillable) return { ok: false, code: "no_target", detail: "no tillable grass/dirt near water" };
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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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ensurePathfinder(bot);
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applyProfile(PROFILES.GATHER, bot);
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// 1. Harvest ripe wheat if any.
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const ripeWheat = bot.findBlock({
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matching: (b) => b?.name === "wheat" && (b?.metadata === 7 || b?.getProperties?.()?.age === 7),
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maxDistance: 24,
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});
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if (ripeWheat) {
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalGetToBlock(ripeWheat.position.x, ripeWheat.position.y, ripeWheat.position.z)),
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20_000,
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"goto wheat",
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);
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await withTimeout(bot.dig(ripeWheat), 8_000, "harvest wheat");
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info("action", `farm.wheat: harvested wheat at ${ripeWheat.position}`);
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return {
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ok: true,
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code: "done",
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detail: { phase: "harvest", at: ripeWheat.position },
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worldDelta: { harvestedAt: ripeWheat.position },
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};
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} catch (e) {
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warn("action", `farm.wheat harvest failed: ${e.message}`);
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return { ok: false, code: "failed", detail: e.message, worldDelta: null };
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}
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}
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// 2. Plant on existing farmland if any (water-adjacent or not, just farmland exists).
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const farmland = bot.findBlock({
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matching: (b) => b?.name === "farmland",
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maxDistance: 16,
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});
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const seedItem = getItem(bot, "wheat_seeds");
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if (farmland && seedItem) {
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(farmland.position.x, farmland.position.y, farmland.position.z, 1)),
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20_000,
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"goto farmland",
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);
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await withTimeout(bot.equip(seedItem, "hand"), 3000, "equip seeds");
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await withTimeout(
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bot.placeBlock(farmland, { x: 0, y: 1, z: 0 }),
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5000,
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"placeBlock(seeds)",
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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: { phase: "plant", at: farmland.position },
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worldDelta: { plantedAt: farmland.position },
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};
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} catch (e) {
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warn("action", `farm.wheat plant failed: ${e.message}`);
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// fall through to tilling
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}
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}
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// 3. Till a grass/dirt block next to water with our hoe.
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const tillable = bot.findBlock({
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matching: (b) => (b?.name === "grass_block" || b?.name === "dirt") && isWaterNear(bot, b.position, 4),
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maxDistance: 16,
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});
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if (!tillable) {
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return { ok: false, code: "no_target", detail: "no tillable block remaining", worldDelta: null };
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}
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const hoe = findHoe(bot);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(tillable.position.x, tillable.position.y, tillable.position.z, 2)),
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20_000,
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"goto tillable",
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);
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await withTimeout(bot.equip(hoe, "hand"), 3000, "equip hoe");
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// Activate the block (right-click): turns grass/dirt → farmland.
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await withTimeout(bot.activateBlock(tillable), 5000, "till");
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return {
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ok: true,
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code: "done",
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detail: { phase: "till", at: tillable.position },
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worldDelta: { tilledAt: tillable.position },
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};
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} catch (e) {
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warn("action", `farm.wheat till failed: ${e.message}`);
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return { ok: false, code: "failed", detail: e.message, worldDelta: null };
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}
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},
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});
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