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
+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;
},
});