feat(v0.4.0): vNext — closed-loop world model + settlement contract
Implements the vNext architecture from the research doc: demote the noisy
multi-rail planner in favour of a closed loop (world truth → invariant check)
plus a single utility-driven goal authority.
L1 services (fix no_drop / silent pathfinder hang first):
- InventoryLedger: diff-based "did I actually get it" verifier; acquire-food
now confirms via ledger.gainedSince instead of the unreliable count/event.
- MotionService.gotoSafe: wall-clock timeout + progress watchdog +
path_update(noPath/timeout) → structured {reached|stuck|timeout|nopath}.
L3 plan — unify the three competing rails (curriculum/manifesto/storyline):
- Settlement Contract: ordered M0–M9 milestones, each invariant-checked
against an authoritative world view (early steps delegate to the proven
curriculum; late game adds farming).
- InvariantChecker + predicate library; GoalManager selects the lowest unmet
milestone via utility argmax (food-urgency preempts, DEPS-style).
- Wired into the scheduler: bot.js precomputes snapshot.contract; reflex.js
consumes it in place of the storyline rail. Manifesto L0 still preempts.
Eval + robustness:
- Village Score (single 0..1 metric) on the snapshot + TUI "build" line.
- survive.dig-in skill + dusk_dig_in mode (exposed at night, no bed → cover).
- approach_block helper (GoalNear + lookAt, avoids GoalLookAtBlock #341).
+28 new tests (450 total green). LLM remains entirely off the tick path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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// Settlement Contract (L3) — the global goal as a typed, invariant-checked
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// chain of milestones (research §2). This replaces the two competing
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// progression rails (storyline quest + raw curriculum) with ONE ordered
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// contract whose "done" is a fact about the world, not a guess.
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//
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// Each milestone:
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// id stable string
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// title human label (TUI / diary)
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// invariants [{ id, describe, met(world) }] — milestone is "met" iff all hold
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// suggest (world) -> { skillId, args? } | null — next concrete action
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// urgency? (world) -> number — utility boost so survival-critical
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// milestones (food) can preempt a lower-indexed unmet milestone
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//
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// The early tech-tree milestones delegate `suggest` to the proven
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// deterministic curriculum (runtime/curriculum.js) so we reuse its careful
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// chop→craft→tool chain instead of duplicating it. The contract owns ordering,
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// invariant truth, observability and the late-game milestones curriculum lacks.
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import { nextMilestone as curriculumNext } from "../curriculum.js";
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import {
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alive,
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foodSecure,
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bedSecured,
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stoneTier,
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locationExists,
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hasItem,
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has,
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WOODEN_TOOLS,
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totalMatching,
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} from "./invariants.js";
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// curriculum's plan for the current snapshot. Prefer the plan bot.js already
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// precomputed onto snapshot.curriculum (single source, no double-walk); fall
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// back to recomputing when it is absent (unit tests, late-game). Returns null
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// when curriculum is exhausted — the late-game contract takes over.
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function curriculumPlan(world) {
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const pre = world.snapshot?.curriculum?.plan;
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if (pre && pre.skillId) return pre;
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try {
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return curriculumNext(world.snapshot)?.plan ?? null;
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} catch {
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return null;
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}
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}
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const FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
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function hasVisibleFoodTarget(world) {
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const passives = world.nearbyEntities?.passives ?? [];
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if (passives.some((e) => FOOD_MOBS.has(e.name))) return true;
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return (world.nearbyEntities?.droppedItems?.length ?? 0) > 0;
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}
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// Wooden tools acquired, OR already advanced to stone tier (monotonic: don't
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// regress to "go chop wood" after the bot burned its logs into tools).
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const woodenOrStoneTier = {
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id: "tool_tier",
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describe: "wooden tools (or already stone tier)",
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met: (w) =>
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WOODEN_TOOLS.every((n) => has(w.inventory, n)) ||
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totalMatching(w.inventory, (k) => /^stone_(axe|pickaxe|sword)$/.test(k)) > 0,
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};
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// A wheat farm is established. We mark it via a `farm` location (set by the
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// farm skill) or by carrying harvested wheat as a fallback proxy.
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const farmEstablished = {
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id: "farm",
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describe: "a wheat farm location or harvested wheat",
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met: (w) => !!w.locations?.farm || has(w.inventory, "wheat", 3),
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};
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export const SETTLEMENT_CONTRACT = Object.freeze([
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{
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id: "M0_alive",
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title: "Stay alive",
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invariants: [alive()],
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suggest: () => null, // survival layer (modes/manifesto) owns HP emergencies
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},
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{
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id: "M1_wood_tools",
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title: "Wooden tools",
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invariants: [woodenOrStoneTier],
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suggest: curriculumPlan,
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},
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{
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id: "M2_bed",
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title: "A bed to skip the night",
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invariants: [bedSecured()],
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suggest: curriculumPlan,
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},
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{
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id: "M3_stone_tools",
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title: "Stone tools + furnace",
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invariants: [stoneTier()],
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suggest: curriculumPlan,
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},
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{
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id: "M4_food_security",
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title: "Secure food",
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invariants: [foodSecure()],
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// Direct suggest (NOT curriculum): when food urgency preempts a lower
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// milestone, the strictly-ordered curriculum would still return the
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// wood step. We want the food action now.
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suggest: (w) => ({ skillId: hasVisibleFoodTarget(w) ? "survive.acquire-food" : "survive.scout-food" }),
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// Starving preempts lower-indexed progression: go eat/hunt now.
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urgency: (w) => (w.food < 8 ? 100 : w.food < 12 ? 20 : 0),
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},
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{
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id: "M5_storage",
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title: "A personal chest",
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invariants: [locationExists("chest")],
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suggest: curriculumPlan,
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},
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{
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id: "M6_lighting",
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title: "Torches for the perimeter",
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invariants: [hasItem("torch", 4, "torch")],
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suggest: curriculumPlan,
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},
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{
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id: "M7_base_site",
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title: "Pick a base site",
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invariants: [locationExists("base")],
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suggest: curriculumPlan,
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},
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{
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id: "M8_shelter",
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title: "Build a shelter",
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invariants: [locationExists("shelter")],
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suggest: curriculumPlan,
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},
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// ---- beyond the curriculum: late-game settlement work ----
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{
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id: "M9_farm",
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title: "Start a wheat farm",
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invariants: [farmEstablished],
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suggest: (w) => {
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// Deposit first if we're drowning in surplus and have a chest.
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const distinct = Object.keys(w.inventory ?? {}).length;
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if (distinct >= 30 && w.locations?.chest) return { skillId: "village.deposit-surplus" };
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return { skillId: "farm.wheat" };
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},
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},
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]);
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export function listContractMilestones() {
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return SETTLEMENT_CONTRACT.map((m) => ({ id: m.id, title: m.title }));
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}
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export const _internal = { woodenOrStoneTier, farmEstablished, curriculumPlan };
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