diff --git a/runtime/actions.js b/runtime/actions.js
index 8d187c4..adc7c24 100644
--- a/runtime/actions.js
+++ b/runtime/actions.js
@@ -29,6 +29,24 @@ function ensurePathfinder(bot) {
pluginLoaded.add(bot);
}
+// Each action that uses pathfinder should set its own Movements profile
+// before calling goto — otherwise it inherits whatever the previous caller
+// left set, which has caused live regressions (e.g. flee setting canDig=false,
+// then a later chop inheriting the same restrictive profile).
+function setMovementsForGather(bot) {
+ const m = new Movements(bot);
+ m.canDig = true; // chopping is the entire point
+ m.allow1by1towers = false;
+ bot.pathfinder.setMovements(m);
+}
+
+function setMovementsForTravel(bot) {
+ const m = new Movements(bot);
+ m.canDig = true; // dig through leaves rather than get stuck
+ m.allow1by1towers = false;
+ bot.pathfinder.setMovements(m);
+}
+
// ---- combat ----------------------------------------------------------------
const MELEE_WEAPONS = [
@@ -96,8 +114,12 @@ export async function fleeFrom(bot, fromEntity, distance = 16) {
const ty = Math.round(here.y);
info("action", `flee: from=${fromEntity?.name ?? "?"} → ${tx},${ty},${tz}`);
+ // canDig:true here is deliberate — without it the bot gets permanently
+ // stuck in dense tree canopy (observed live: bot perched at Y=85 inside
+ // dark-oak leaves, every flee timed out for hours). We accept the risk of
+ // chopping through scenery while panicking; it's how a player would react.
const movements = new Movements(bot);
- movements.canDig = false;
+ movements.canDig = true;
movements.allow1by1towers = false;
bot.pathfinder.setMovements(movements);
@@ -194,6 +216,7 @@ export async function sleepInBed(bot) {
if (bedBlock) {
info("action", `sleep: nearest bed at ${bedBlock.position.x},${bedBlock.position.y},${bedBlock.position.z}`);
ensurePathfinder(bot);
+ setMovementsForTravel(bot);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(bedBlock.position.x, bedBlock.position.y, bedBlock.position.z, 2)),
@@ -214,10 +237,133 @@ export async function sleepInBed(bot) {
return { ok: false, detail: "no bed in range and won't place blindly" };
}
+// ---- gathering -------------------------------------------------------------
+
+const LOG_NAMES = [
+ "oak_log",
+ "dark_oak_log",
+ "spruce_log",
+ "birch_log",
+ "jungle_log",
+ "acacia_log",
+ "mangrove_log",
+ "cherry_log",
+ "pale_oak_log",
+];
+
+const AXE_NAMES = [
+ "netherite_axe",
+ "diamond_axe",
+ "iron_axe",
+ "stone_axe",
+ "golden_axe",
+ "wooden_axe",
+];
+
+async function equipBestAxe(bot) {
+ for (const name of AXE_NAMES) {
+ const item = bot.inventory.items().find((i) => i.name === name);
+ if (item) {
+ try {
+ await bot.equip(item, "hand");
+ return name;
+ } catch {}
+ }
+ }
+ return null;
+}
+
+// Per-bot blacklist of (x,y,z) positions that pathfinder failed to reach
+// recently. Cleared after BLACKLIST_TTL_MS so the bot can retry if the world
+// has changed (a player chopped a path, the tree fell to natural decay, etc).
+const chopBlacklist = new WeakMap(); // bot → Map<"x,y,z", expireMs>
+const BLACKLIST_TTL_MS = 5 * 60_000;
+
+function getBlacklist(bot) {
+ let m = chopBlacklist.get(bot);
+ if (!m) {
+ m = new Map();
+ chopBlacklist.set(bot, m);
+ }
+ // Sweep expired entries on each lookup — small, cheap.
+ const now = Date.now();
+ for (const [k, exp] of m) if (exp < now) m.delete(k);
+ return m;
+}
+
+export async function chopNearestTree(bot) {
+ const blacklist = getBlacklist(bot);
+ // findBlock invokes the matcher for blocks that pass the maxDistance
+ // pre-filter; in dense areas some have a synthetic shape with no
+ // `.position`. Guard or we crash before we even start pathfinding.
+ const log = bot.findBlock({
+ matching: (b) => {
+ if (!b || !b.position || !LOG_NAMES.includes(b.name)) return false;
+ const key = `${b.position.x},${b.position.y},${b.position.z}`;
+ return !blacklist.has(key);
+ },
+ maxDistance: 32,
+ });
+ if (!log) return { ok: false, detail: "no reachable log within 32 blocks" };
+
+ ensurePathfinder(bot);
+ setMovementsForGather(bot);
+ const axe = await equipBestAxe(bot);
+ info(
+ "action",
+ `chop: ${log.name} at ${log.position.x},${log.position.y},${log.position.z} (tool=${axe ?? "fists"})`,
+ );
+ try {
+ await withTimeout(
+ bot.pathfinder.goto(new goals.GoalGetToBlock(log.position.x, log.position.y, log.position.z)),
+ 45_000,
+ "pathToLog",
+ );
+ await withTimeout(bot.dig(log), 30_000, "digLog");
+ // Walk over the dropped item briefly (collectblock plugin would do this
+ // for us, but a simple sleep-then-resume is enough for now).
+ await new Promise((r) => setTimeout(r, 1200));
+ return { ok: true, detail: { logType: log.name, at: log.position } };
+ } catch (e) {
+ warn("action", `chop failed: ${e.message}`);
+ const key = `${log.position.x},${log.position.y},${log.position.z}`;
+ blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
+ return { ok: false, detail: e.message, blacklisted: log.position };
+ }
+}
+
+// ---- exploration -----------------------------------------------------------
+
+export async function wander(bot, radius = 12) {
+ ensurePathfinder(bot);
+ setMovementsForTravel(bot);
+ // Pick a random offset that's at least 6 blocks away — small enough to be
+ // safe, large enough to not be a no-op when we're stuck on the same block.
+ const here = bot.entity.position;
+ const angle = Math.random() * Math.PI * 2;
+ const dist = 6 + Math.random() * (radius - 6);
+ const tx = Math.round(here.x + Math.cos(angle) * dist);
+ const tz = Math.round(here.z + Math.sin(angle) * dist);
+ const ty = Math.round(here.y);
+ info("action", `wander: → ${tx},${ty},${tz} (dist=${dist.toFixed(1)})`);
+ try {
+ await withTimeout(
+ bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 2)),
+ 30_000,
+ `wander(${tx},${tz})`,
+ );
+ return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
+ } catch (e) {
+ warn("action", `wander failed: ${e.message}`);
+ return { ok: false, detail: e.message };
+ }
+}
+
// ---- navigation (for operator come/follow) --------------------------------
export async function goTo(bot, x, y, z, minDistance = 2) {
ensurePathfinder(bot);
+ setMovementsForTravel(bot);
info("action", `goTo: ${x},${y},${z} (min ${minDistance})`);
try {
await withTimeout(
diff --git a/runtime/bot.js b/runtime/bot.js
index a293701..33d0f4a 100644
--- a/runtime/bot.js
+++ b/runtime/bot.js
@@ -233,6 +233,33 @@ function maybeFileProposal(label) {
appendDiary(`proposal filed: ${filename} (${summary})`);
}
+// ---- player chat replies (non-operator) ------------------------------------
+
+// Rate-limited light replies to ordinary players. Spam guard is intentional:
+// the chat rate limit catches outbound flooding; this one prevents replying
+// to every greeting in a busy room.
+let lastPlayerReplyAt = 0;
+const PLAYER_REPLY_COOLDOWN_MS = 30_000;
+
+const GREETING_RE = /\b(hi|hello|hey|yo|sup|hola|привет|здаров|здарова|здорова|здравствуй|здравствуйте|салам)\b/i;
+
+function maybeReplyToPlayer(username, text) {
+ if (!bot) return;
+ const lower = text.trim().toLowerCase();
+ const botname = bot.username.toLowerCase();
+ const addressed = lower.includes(botname);
+ if (!addressed && !GREETING_RE.test(lower)) return;
+ const since = Date.now() - lastPlayerReplyAt;
+ if (since < PLAYER_REPLY_COOLDOWN_MS) return;
+ lastPlayerReplyAt = Date.now();
+
+ // Pick a small canned response. Non-operator chat is dialog-only by design
+ // — we don't act on player verbs, we just acknowledge presence.
+ const replies = ["yo", "hey", "hi", "привет"];
+ const reply = replies[Math.floor(Math.random() * replies.length)];
+ botChat(`${username}: ${reply}`);
+}
+
// ---- operator chat commands ------------------------------------------------
function isOperator(username) {
@@ -333,6 +360,12 @@ function connect() {
} catch (e) {
warn("operator", `handler threw: ${e.message}`);
}
+ } else {
+ try {
+ maybeReplyToPlayer(username, message);
+ } catch (e) {
+ warn("chat", `player reply handler threw: ${e.message}`);
+ }
}
});
@@ -416,6 +449,10 @@ function tick() {
if (bot && bot.entity) {
lastSnapshot = buildSnapshot(bot);
lastSnapshot.pendingProposals = listProposals().length;
+ lastSnapshot.lastReflex = reflexCtx.lastReflex ?? null;
+ lastSnapshot.busy = reflexCtx.busy
+ ? { label: reflexCtx.currentActionLabel ?? "?" }
+ : null;
reflexCtx.snapshot = lastSnapshot;
if (!reflexPaused) {
const result = runTick(reflexCtx);
diff --git a/runtime/reflex.js b/runtime/reflex.js
index a34c3aa..f2c1e4a 100644
--- a/runtime/reflex.js
+++ b/runtime/reflex.js
@@ -7,7 +7,7 @@
// escalates to Pi after a threshold (see ESCALATE_AFTER_NOOPS).
import { info, warn } from "./log.js";
-import { attackNearest, fleeFrom, eatBestFood, sleepInBed, goTo } from "./actions.js";
+import { attackNearest, fleeFrom, eatBestFood, sleepInBed, goTo, chopNearestTree, wander } from "./actions.js";
const REFLEX_LOG = "reflex";
@@ -54,9 +54,13 @@ function defendReflex(ctx) {
const dist = s.closestHostile.distance;
const lowHp = (s.health ?? 20) <= 8;
- // Two regimes:
+ // Three regimes — tightened to avoid the "82 distant hostiles → constant
+ // flee" pathology observed at this spawn:
// - within 4m: melee attack
- // - 4-12m and either low HP or many hostiles: flee
+ // - within 8m (and visibly hostile to us): flee
+ // - low-HP fallback: flee anything within 12m
+ // Anything beyond 8m with full HP is ignored regardless of how many
+ // hostiles the perceive snapshot enumerates.
if (dist <= 4) {
ctx.dispatch(
() => attackNearest(ctx.bot, s.closestHostile.name),
@@ -64,17 +68,28 @@ function defendReflex(ctx) {
);
return { action: "dispatched", kind: "defend-attack", label: s.closestHostile.name };
}
- if (dist <= 12 && (lowHp || (s.hostileCount ?? 0) >= 3)) {
- const fromEntity = Object.values(ctx.bot.entities).find(
- (e) => e.name === s.closestHostile.name && e.position && Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
- );
- ctx.dispatch(
- () => fleeFrom(ctx.bot, fromEntity, 16),
- `flee from ${s.closestHostile.name}`,
- );
- return { action: "dispatched", kind: "defend-flee", label: s.closestHostile.name };
+ const shouldFlee = (dist <= 8) || (lowHp && dist <= 12);
+ if (!shouldFlee) return { action: "noop" };
+
+ // Cooldown — if we just fled from this same mob type and it didn't work
+ // (timed out), don't immediately re-fire. Let other reflexes run.
+ const lastFlee = ctx.lastFleeAttempt;
+ if (lastFlee && lastFlee.name === s.closestHostile.name && Date.now() - lastFlee.ts < 60_000) {
+ return { action: "noop" };
}
- return { action: "noop" };
+ ctx.lastFleeAttempt = { name: s.closestHostile.name, ts: Date.now() };
+
+ const fromEntity = Object.values(ctx.bot.entities).find(
+ (e) =>
+ e.name === s.closestHostile.name &&
+ e.position &&
+ Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
+ );
+ ctx.dispatch(
+ () => fleeFrom(ctx.bot, fromEntity, 16),
+ `flee from ${s.closestHostile.name}`,
+ );
+ return { action: "dispatched", kind: "defend-flee", label: s.closestHostile.name };
}
// ---- eat -------------------------------------------------------------------
@@ -107,9 +122,10 @@ function sleepReflex(ctx) {
if (!s.connected) return { action: "noop" };
if (s.isDay) return { action: "noop" };
if (s.closestHostile && s.closestHostile.distance < 8) return { action: "noop" }; // not safe
- // Cooldown — don't retry sleep more than once per 30s if it failed.
+ // Longer cooldown after a failure — if there's no bed nearby, retrying
+ // every 30s blocks autonomous behaviour without ever succeeding.
const since = Date.now() - (ctx.lastSleepAttemptAt ?? 0);
- if (since < 30_000) return { action: "noop" };
+ if (since < 5 * 60_000) return { action: "noop" };
ctx.lastSleepAttemptAt = Date.now();
ctx.dispatch(
@@ -125,6 +141,59 @@ function sleepReflex(ctx) {
return { action: "dispatched", kind: "sleep", label: "night" };
}
+// ---- autonomous "live your best life" --------------------------------------
+
+// Triggered when no reactive reflex (operator/defend/eat/sleep) wants to act.
+// Picks ONE small proactive action and runs it. Cooldown so we don't fire on
+// every 3s tick — actions take 15-45s themselves and we want some breathing
+// room between them.
+const AUTONOMOUS_COOLDOWN_MS = 10_000;
+
+function autonomousReflex(ctx) {
+ const s = ctx.snapshot;
+ if (!s.connected) return { action: "noop" };
+
+ // Only suppress autonomous work at night when a hostile is in actual reach
+ // (within 16m). Distant mobs the perception layer happens to enumerate
+ // don't count — at this spawn there can be 80+ mobs visible but irrelevant
+ // to local action.
+ const nightClose = !s.isDay && s.closestHostile && s.closestHostile.distance <= 16;
+ if (nightClose) return { action: "noop" };
+
+ const since = Date.now() - (ctx.lastAutonomousAt ?? 0);
+ if (since < AUTONOMOUS_COOLDOWN_MS) return { action: "noop" };
+ ctx.lastAutonomousAt = Date.now();
+
+ // What to do: gather wood until we have a small stockpile, then wander a
+ // bit to find new chunks. If a recent chop attempt reported "no reachable
+ // log", switch to wander for the next 60s — chopping the same not-found
+ // position over and over is what the user observed live.
+ const inv = s.inventory ?? {};
+ const logCount = Object.entries(inv)
+ .filter(([name]) => name.endsWith("_log"))
+ .reduce((sum, [, n]) => sum + n, 0);
+
+ const noTreesRecently = ctx.noTreesUntil && Date.now() < ctx.noTreesUntil;
+ const wantChop = logCount < 16 && !noTreesRecently;
+ if (wantChop) {
+ ctx.dispatch(() => chopNearestTree(ctx.bot), "chop tree", {
+ onComplete: (res) => {
+ if (res.ok) {
+ info(REFLEX_LOG, `chopped ${res.detail?.logType ?? "log"}`);
+ ctx.noTreesUntil = 0; // success ⇒ trees exist around us
+ } else if (typeof res.detail === "string" && res.detail.includes("no reachable")) {
+ // No log within 32 blocks of the current position. Don't try
+ // again for 60s — wander first to find a new biome / chunk.
+ ctx.noTreesUntil = Date.now() + 60_000;
+ }
+ },
+ });
+ return { action: "dispatched", kind: "autonomous-chop", label: "chop tree" };
+ }
+ ctx.dispatch(() => wander(ctx.bot, 16), "wander", {});
+ return { action: "dispatched", kind: "autonomous-wander", label: "wander" };
+}
+
// ---- idle ------------------------------------------------------------------
function idleReflex(ctx) {
@@ -144,6 +213,7 @@ const REFLEXES = [
{ name: "defend", fn: defendReflex },
{ name: "eat", fn: eatReflex },
{ name: "sleep", fn: sleepReflex },
+ { name: "autonomous", fn: autonomousReflex },
{ name: "idle", fn: idleReflex },
];
@@ -161,6 +231,7 @@ export function runTick(ctx) {
continue;
}
if (!outcome || outcome.action === "noop") continue;
+ ctx.lastReflex = { name: reflex.name, label: outcome.label ?? outcome.kind, ts: Date.now() };
return { reflex: reflex.name, ...outcome };
}
return null;
diff --git a/tui/tui.tsx b/tui/tui.tsx
index 15fe87d..46ba062 100644
--- a/tui/tui.tsx
+++ b/tui/tui.tsx
@@ -123,10 +123,30 @@ function StatusBar({ snapshot, paused, connectedToBot }: { snapshot: Snapshot; p
{snapshot.closestHostile ? ` closest=${snapshot.closestHostile.name}@${snapshot.closestHostile.distance}m` : ""}
{snapshot.pendingProposals ? {` [proposals ${snapshot.pendingProposals}, press y]`} : null}
+
+ {snapshot.busy ? (
+ ▸ busy: {snapshot.busy.label}
+ ) : snapshot.lastReflex ? (
+
+ last reflex: {snapshot.lastReflex.name}
+ {snapshot.lastReflex.label ? ` (${snapshot.lastReflex.label})` : ""}{" "}
+ {snapshot.lastReflex.ts ? formatAge(snapshot.lastReflex.ts) : ""}
+
+ ) : (
+ no reflex action yet
+ )}
+
);
}
+function formatAge(tsMs: number): string {
+ const ageMs = Date.now() - tsMs;
+ if (ageMs < 60_000) return `${Math.floor(ageMs / 1000)}s ago`;
+ if (ageMs < 3600_000) return `${Math.floor(ageMs / 60_000)}m ago`;
+ return `${Math.floor(ageMs / 3600_000)}h ago`;
+}
+
function ProposalPanel({
proposal,
onClose,