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:
@@ -39,6 +39,28 @@ function foodCount(bot) {
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return bot.inventory.items().reduce((sum, item) => allowed.has(item.name) ? sum + item.count : sum, 0);
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}
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// Success here is "did edible food actually enter the inventory". Trusting the
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// `playerCollect` event or `nearestEntity` going away is what produced the live
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// `no_drop` false-failures (research §A.4). When the InventoryLedger is wired
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// (ctx.ledger) we verify by diff against a baseline; otherwise we fall back to
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// a local before/after count so the skill still works in unit tests.
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function makeFoodTracker(ctx, bot) {
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const isFood = (name) => foods(bot).has(name);
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if (ctx?.ledger) {
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ctx.ledger.update(bot);
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const base = ctx.ledger.mark();
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return {
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mode: "ledger",
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gained() {
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ctx.ledger.update(bot);
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return ctx.ledger.gainedSince(base, isFood);
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},
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};
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}
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const before = foodCount(bot);
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return { mode: "count", gained: () => foodCount(bot) - before };
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}
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function nearestPassiveFoodMob(bot, maxDistance = 32) {
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const here = bot?.entity?.position;
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if (!here) return null;
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@@ -127,15 +149,16 @@ export const skill = Object.freeze({
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const before = foodCount(bot);
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const track = makeFoodTracker(ctx, bot);
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const picked = await pickupNearbyDrops(bot);
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if (foodCount(bot) > before) {
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const dropGain = track.gained();
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if (dropGain > 0) {
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return {
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ok: true,
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code: "done",
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detail: { source: "drop", picked },
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worldDelta: { acquiredFood: foodCount(bot) - before, source: "drop" },
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detail: { source: "drop", picked, verify: track.mode },
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worldDelta: { acquiredFood: dropGain, source: "drop" },
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};
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}
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@@ -184,15 +207,15 @@ export const skill = Object.freeze({
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}
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await new Promise((r) => setTimeout(r, 1_000));
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await pickupNearbyDrops(bot);
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const after = foodCount(bot);
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if (after <= before) {
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const huntGain = track.gained();
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if (huntGain <= 0) {
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return { ok: false, code: "no_drop", detail: `hunted ${target.entity.name} but found no edible drop`, 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: { source: "hunt", mob: target.entity.name, gained: after - before },
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worldDelta: { acquiredFood: after - before, source: "hunt", mob: target.entity.name },
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detail: { source: "hunt", mob: target.entity.name, gained: huntGain, verify: track.mode },
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worldDelta: { acquiredFood: huntGain, source: "hunt", mob: target.entity.name },
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};
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} catch (e) {
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warn("action", `survive.acquire-food failed: ${e.message}`);
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