fix(runtime): escape-pit fallback for wedged bot
When probe-cardinal shows all 4 directions blocked (the bot is in a 1×1 pit, surrounded by leaves, or in a corridor corner), don't just hold forward+jump — actually dig the block above the bot's head, jump into the new gap, repeat up to 3 times. Both wander and explore.far now call escapePit() in this branch. Observed live: bot fell into a pit at (623,71,106) after first explore.far and looped wedged-jump→still-wedged→wedged-jump for 60s before this fix. With escape-pit, the bot now actually breaks out. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
+43
-16
@@ -426,23 +426,13 @@ export async function wander(bot, radius = 12) {
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const trials = await probeCardinalSteps(bot, 800);
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const best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0 });
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// If nothing moved at all, the bot is wedged in all four cardinal
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// directions (corner of a corridor, surrounded by leaves, hole). Try
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// to jump + go in the most-promising direction (>0 movement) — gravity
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// will help us drop to a lower y where there's space.
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// If nothing moved at all, the bot is wedged — pit, corridor corner,
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// surrounded by leaves. Try to escape: dig the block straight above
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// + jump, repeat up to 3 times, then try forward+jump.
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if (best.dist < 0.5) {
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const fallback = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0, yaw: 0 });
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info("action", `wander: all cardinals blocked, jumping fallback yaw=${fallback.yaw?.toFixed?.(2)}`);
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try { await bot.look(fallback.yaw ?? 0, 0, true); } catch {}
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bot.setControlState("forward", true);
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bot.setControlState("jump", true);
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try {
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await new Promise((r) => setTimeout(r, 2_500));
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} finally {
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bot.setControlState("forward", false);
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bot.setControlState("jump", false);
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}
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return { ok: true, detail: { mode: "wedged-jump", trials } };
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info("action", `wander: all cardinals blocked → escape-pit (dig up + jump)`);
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await escapePit(bot, 3);
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return { ok: true, detail: { mode: "escape-pit", trials } };
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}
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// Commit to best direction.
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@@ -481,6 +471,43 @@ const CARDINAL_YAWS = [
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{ name: "W", yaw: Math.PI / 2 },
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];
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// escapePit — dig the block right above the bot's head, jump into the
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// newly empty slot, repeat. Useful when the bot is in a 1x1 pit / surrounded
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// by leaves above its head / standing inside a tree canopy. We use bot.dig
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// directly (not collectBlock) because we don't care about pickup here.
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async function escapePit(bot, maxSteps = 3) {
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for (let i = 0; i < maxSteps; i++) {
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const head = bot.entity.position.offset(0, 1.7, 0);
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const above = bot.blockAt(head.offset(0, 0.5, 0));
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if (!above || above.name === "air" || above.name === "cave_air") {
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// Already clear above. Just jump+forward in case bot is in a
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// horizontal pit (gap in floor).
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bot.setControlState("jump", true);
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bot.setControlState("forward", true);
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await new Promise((r) => setTimeout(r, 700));
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bot.setControlState("jump", false);
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bot.setControlState("forward", false);
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continue;
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}
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// Try to break the block above us. Force lookAt + 1-tick wait so the
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// server accepts the dig packet on protocol 775.
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try {
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await withTimeout(bot.lookAt(above.position.offset(0.5, 0.5, 0.5), true), 1_500, "lookAt-up");
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} catch {}
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try {
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await withTimeout(bot.dig(above), 8_000, "dig-up");
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} catch (e) {
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warn("action", `escape-pit dig-up failed: ${e.message}`);
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break;
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}
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// jump into the now-empty slot
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bot.setControlState("jump", true);
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await new Promise((r) => setTimeout(r, 600));
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bot.setControlState("jump", false);
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await new Promise((r) => setTimeout(r, 400));
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}
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}
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async function probeCardinalSteps(bot, durationMs = 800) {
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const trials = [];
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for (const { name, yaw } of CARDINAL_YAWS) {
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@@ -73,18 +73,11 @@ export const skill = Object.freeze({
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info("action", `explore.far: cardinal probe trials=${trials.map((t) => `${t.name}:${t.dist.toFixed(1)}`).join(" ")} best=${best.name}`);
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if (best.dist < 0.5) {
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// All cardinals blocked. Same wedged-jump as wander.
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info("action", "explore.far: wedged — jump fallback");
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try { await bot.look(best.yaw ?? 0, 0, true); } catch {}
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bot.setControlState("forward", true);
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bot.setControlState("jump", true);
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try {
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await new Promise((r) => setTimeout(r, 3_000));
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} finally {
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bot.setControlState("forward", false);
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bot.setControlState("jump", false);
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}
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return { ok: true, code: "done", detail: { mode: "wedged-jump", trials }, worldDelta: { movedTo: null } };
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// All cardinals blocked → escape pit: dig the block above the
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// bot's head (if any), jump into the gap, repeat. Then break.
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info("action", "explore.far: wedged — escape-pit (dig up + jump)");
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await escapePit(bot, 3);
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return { ok: true, code: "done", detail: { mode: "escape-pit", trials }, worldDelta: null };
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}
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const here = bot.entity.position.clone();
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@@ -131,6 +124,32 @@ const CARDINAL_YAWS = [
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{ name: "W", yaw: Math.PI / 2 },
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];
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async function escapePit(bot, maxSteps = 3) {
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for (let i = 0; i < maxSteps; i++) {
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const head = bot.entity.position.offset(0, 1.7, 0);
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const above = bot.blockAt(head.offset(0, 0.5, 0));
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if (!above || above.name === "air" || above.name === "cave_air") {
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bot.setControlState("jump", true);
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bot.setControlState("forward", true);
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await new Promise((r) => setTimeout(r, 700));
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bot.setControlState("jump", false);
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bot.setControlState("forward", false);
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continue;
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}
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try { await withTimeout(bot.lookAt(above.position.offset(0.5, 0.5, 0.5), true), 1_500, "lookAt-up"); } catch {}
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try {
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await withTimeout(bot.dig(above), 8_000, "dig-up");
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} catch (e) {
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warn("action", `escape-pit dig-up failed: ${e.message}`);
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break;
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}
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bot.setControlState("jump", true);
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await new Promise((r) => setTimeout(r, 600));
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bot.setControlState("jump", false);
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await new Promise((r) => setTimeout(r, 400));
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}
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}
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async function probeCardinalStep(bot, durationMs = 800) {
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const trials = [];
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for (const { name, yaw } of CARDINAL_YAWS) {
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