feat(runtime/coach,persona): death post-mortem coach + Russian chat narration
Coach (runtime/coach/postmortem.js):
- bot.on('death') → captures context (last skill, hostile, recent
scenarios, journal nearby, snapshot) → inserts row into knowledge.deaths
- Periodic drain (every 5min, ≤3 Pi calls/hour, 12min cooldown):
batches up to 8 unanalysed deaths, asks Pi to extract 1-3 generalised
lessons in JSON, persists to knowledge.lessons + knowledge.postmortems
- Pi prompt asks for structured advice (trigger_skill, trigger_hostile,
avoid_skill, prefer_skill, confidence) so future dispatch can act on it
Persona (runtime/persona/chatter.js):
- Polls snapshot every 5s, narrates Russian lines on transitions:
skill start, threat spotted, dusk/dawn, respawn, stuck, milestone done
- Rate-limited: min 75s gap, max 8/hour, duplicate suppression
- ~14 template buckets covering gather/craft/build/travel/combat/weather
Wire-up in bot.js (5 lines):
- initKnowledge({stateDir}) fire-and-forget at module load
- attachCoach + attachChatter inside bot.once("spawn")
Tests: 14 new (7 coach, 7 persona). Total suite 230 green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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// Persona chatter — bot occasionally narrates its life in Russian chat.
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//
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// Goal: feel like a player, not a script. The bot announces when it
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// starts a major skill, when it spots danger, when it respawns, when
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// it accomplishes a milestone. All lines are Russian, ≤ 80 chars, sent
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// via bot.chat().
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//
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// Hard rate limits (so it's not annoying):
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// - min 75 seconds between any two narrations
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// - max 8 narrations / hour
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// - duplicate-line suppression (don't repeat the same template-line
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// twice in a row)
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//
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// Design: poll-based. We attach a 5-second timer that compares the
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// current snapshot to the last seen one and fires narration on
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// transitions. No invasive hooks into runSkill / reflex; the existing
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// snapshot pipeline gives us everything.
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import { info, warn } from "../log.js";
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const POLL_INTERVAL_MS = 5_000;
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const MIN_GAP_MS = 75_000;
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const MAX_PER_HOUR = 8;
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// Templates by event. Pick one at random.
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const TEMPLATES = {
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respawn: [
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"уф, опять смерть. поднимаюсь, иду дальше.",
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"снова на ногах. ладно, продолжаем.",
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"перерождение. что было — то прошло.",
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"ох, опять. ладно, поехали.",
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],
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gather_logs_start: [
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"пошёл за деревом",
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"надо дровишек нарубить",
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"иду рубить лес",
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"за дровами",
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],
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gather_stone_start: [
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"за камнем",
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"надо камешка добыть",
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"копаю стоунушку",
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],
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craft_start: [
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"крафтю",
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"за верстаком",
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],
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build_start: [
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"строю что-то небольшое",
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"немного строительства",
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],
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travel_start: [
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"иду осваиваться дальше",
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"в путь",
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"посмотрю что там вокруг",
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],
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threat_creeper: [
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"крепер рядом, аккуратнее",
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"тссс... крепер",
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"крепер... убегаю",
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],
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threat_skeleton: [
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"скелет с луком, прячусь",
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"скелет, надо в укрытие",
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],
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threat_zombie: [
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"зомби идёт",
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"зомби, готовлюсь",
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],
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night_approaching: [
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"скоро темно. где бы укрыться",
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"ночь близко. надо в безопасное место",
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"темнеет",
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],
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day_break: [
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"светает. дышу свободнее",
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"утро. опасности меньше",
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],
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milestone_done: [
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"ура, готово",
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"одно дело сделано",
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],
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stuck: [
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"что-то застрял. думаю",
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"попал в неудобное место",
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],
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};
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let _state = null;
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let _timer = null;
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let _last = {
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activeSkill: null,
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runtimeState: null,
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threatHostile: null,
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dayPart: null,
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noProgressReason: null,
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};
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let _lastNarrationAt = 0;
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let _narrationTimes = [];
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let _lastTemplate = null;
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export function attach(bot, ctx = {}) {
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if (_timer) {
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warn("persona", "attach() already called");
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return;
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}
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if (!bot) return;
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_state = { bot, ctx };
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bot.on?.("respawn", () => maybeNarrate("respawn"));
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// On 'death' event we DON'T narrate (we're dead, no chat). Narration
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// happens on respawn.
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_timer = setInterval(() => {
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try { tick(); } catch (e) { warn("persona", `tick err: ${e?.message ?? e}`); }
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}, POLL_INTERVAL_MS);
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_timer.unref?.();
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info("persona", `chatter attached (poll ${POLL_INTERVAL_MS / 1000}s, max ${MAX_PER_HOUR}/h)`);
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}
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export function detach() {
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if (_timer) { clearInterval(_timer); _timer = null; }
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_state = null;
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_last = { activeSkill: null, runtimeState: null, threatHostile: null, dayPart: null, noProgressReason: null };
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}
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function tick() {
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if (!_state) return;
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const snap = _state.ctx?.getSnapshot?.();
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if (!snap) return;
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// 1. Skill transition
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const skill = snap.activeSkill ?? null;
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if (skill && skill !== _last.activeSkill) {
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const key = skillTemplateKey(skill);
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if (key) maybeNarrate(key);
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_last.activeSkill = skill;
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}
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// 2. Threat appearance
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const hostile = snap.closestHostile?.name ?? snap.threats?.[0]?.name ?? null;
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const hostileClose = snap.closestHostile?.distance && snap.closestHostile.distance < 12;
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if (hostile && hostile !== _last.threatHostile && hostileClose) {
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const tk = `threat_${hostile}`;
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if (TEMPLATES[tk]) maybeNarrate(tk);
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_last.threatHostile = hostile;
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} else if (!hostile) {
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_last.threatHostile = null;
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}
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// 3. Day/night transition
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const dayPart = inferDayPart(snap);
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if (dayPart && dayPart !== _last.dayPart) {
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if (dayPart === "dusk") maybeNarrate("night_approaching");
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else if (dayPart === "dawn") maybeNarrate("day_break");
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_last.dayPart = dayPart;
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}
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// 4. Stuck signal
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if (snap.noProgressReason && snap.noProgressReason !== _last.noProgressReason) {
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if (["no_reachable_target", "awaiting_action_cooldown", "planner_empty"].includes(snap.noProgressReason)) {
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maybeNarrate("stuck");
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}
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_last.noProgressReason = snap.noProgressReason;
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}
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// 5. Milestone done — fires when activeSkill flips to noop and lastResult.ok
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const last = snap.lastResult;
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if (last?.ok && last?.code === "done") {
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const k = milestoneKey(last.label);
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if (k) maybeNarrate(k);
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}
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}
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function skillTemplateKey(label) {
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if (!label) return null;
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if (label.startsWith("gather.logs")) return "gather_logs_start";
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if (label.startsWith("gather.stone")) return "gather_stone_start";
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if (label.startsWith("craft.")) return "craft_start";
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if (label.startsWith("village.build") || label.startsWith("village.place")) return "build_start";
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if (label.startsWith("explore.") || label.startsWith("wander")) return "travel_start";
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return null;
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}
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function milestoneKey(label) {
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if (!label) return null;
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if (label.startsWith("craft.") || label.startsWith("village.place-chest") || label.startsWith("village.build-shelter")) {
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return "milestone_done";
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}
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return null;
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}
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function inferDayPart(snap) {
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const t = snap.timeOfDay ?? snap.time?.timeOfDay;
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if (typeof t !== "number") return null;
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// Minecraft day: 0..24000. 0 sunrise, 6000 noon, 12000 sunset, 18000 midnight.
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if (t > 12000 && t < 13800) return "dusk";
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if (t > 22500 || t < 1500) return "dawn";
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return null;
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}
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function maybeNarrate(key) {
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const now = Date.now();
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const hourAgo = now - 3600_000;
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_narrationTimes = _narrationTimes.filter((t) => t > hourAgo);
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if (now - _lastNarrationAt < MIN_GAP_MS) return;
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if (_narrationTimes.length >= MAX_PER_HOUR) return;
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const line = pickLine(key);
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if (!line) return;
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const ok = sendChat(line);
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if (ok) {
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_lastNarrationAt = now;
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_narrationTimes.push(now);
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_lastTemplate = line;
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}
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}
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function pickLine(key) {
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const pool = TEMPLATES[key] ?? [];
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if (pool.length === 0) return null;
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if (pool.length === 1) return pool[0];
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// Avoid the same line twice in a row.
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let candidates = pool.filter((l) => l !== _lastTemplate);
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if (candidates.length === 0) candidates = pool;
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const i = Math.floor(Math.random() * candidates.length);
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return candidates[i];
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}
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function sendChat(text) {
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if (!_state?.bot?.chat) return false;
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try {
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_state.bot.chat(text);
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info("persona", `narrated: ${text}`);
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return true;
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} catch (e) {
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warn("persona", `chat send failed: ${e?.message ?? e}`);
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return false;
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}
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}
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// Test exports
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export const __testing = {
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TEMPLATES,
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resetState() {
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_lastNarrationAt = 0;
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_narrationTimes = [];
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_lastTemplate = null;
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_last = { activeSkill: null, runtimeState: null, threatHostile: null, dayPart: null, noProgressReason: null };
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},
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inferDayPart,
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skillTemplateKey,
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tick,
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setState(s) { _state = s; },
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getState() { return _state; },
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maybeNarrate,
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};
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@@ -0,0 +1,99 @@
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import { test } from "node:test";
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import assert from "node:assert/strict";
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import { attach, detach, __testing } from "./chatter.js";
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const { TEMPLATES, resetState, inferDayPart, skillTemplateKey, tick, setState, maybeNarrate } = __testing;
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function mockBot() {
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const chats = [];
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const handlers = {};
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return {
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chat(text) { chats.push(text); },
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on(ev, fn) { handlers[ev] = fn; },
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emit(ev, p) { handlers[ev]?.(p); },
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_chats: chats,
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};
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}
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test("inferDayPart: dusk/dawn detected", () => {
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assert.equal(inferDayPart({ timeOfDay: 12500 }), "dusk");
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assert.equal(inferDayPart({ timeOfDay: 23000 }), "dawn");
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assert.equal(inferDayPart({ timeOfDay: 6000 }), null);
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assert.equal(inferDayPart({}), null);
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});
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test("skillTemplateKey: maps skill ids to template keys", () => {
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assert.equal(skillTemplateKey("gather.logs"), "gather_logs_start");
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assert.equal(skillTemplateKey("gather.stone"), "gather_stone_start");
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assert.equal(skillTemplateKey("craft.wooden_axe"), "craft_start");
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assert.equal(skillTemplateKey("village.build-shelter"), "build_start");
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assert.equal(skillTemplateKey("explore.far"), "travel_start");
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assert.equal(skillTemplateKey("wander"), "travel_start");
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assert.equal(skillTemplateKey("survive.eat"), null);
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assert.equal(skillTemplateKey(null), null);
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});
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test("templates: every key has at least one Russian line", () => {
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for (const [key, lines] of Object.entries(TEMPLATES)) {
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assert.ok(Array.isArray(lines) && lines.length > 0, `${key} has lines`);
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for (const l of lines) {
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assert.ok(typeof l === "string" && l.length > 0 && l.length <= 80, `${key}: '${l}'`);
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}
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}
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});
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test("tick: dispatches narration on skill transition (rate-limited)", () => {
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resetState();
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const bot = mockBot();
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let snap = { activeSkill: "gather.logs", timeOfDay: 6000 };
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setState({ bot, ctx: { getSnapshot: () => snap } });
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tick();
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assert.equal(bot._chats.length, 1, "first narration fires");
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assert.ok(TEMPLATES.gather_logs_start.includes(bot._chats[0]));
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// Immediate second skill change — blocked by MIN_GAP_MS.
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snap = { activeSkill: "explore.far", timeOfDay: 6000 };
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tick();
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assert.equal(bot._chats.length, 1, "second narration blocked by cooldown");
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});
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test("maybeNarrate: respects hourly budget", () => {
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resetState();
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const bot = mockBot();
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setState({ bot, ctx: { getSnapshot: () => ({}) } });
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// Force-fire 8 narrations by manually advancing the rate-limit window.
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// Simulate by directly calling maybeNarrate but bypassing time gap via
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// resetState between calls is wrong (resets times). Instead patch
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// Date.now via a closure — simpler: just verify state-machine logic.
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for (let i = 0; i < 8; i++) {
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// Force last narration time to long ago so MIN_GAP_MS passes.
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// We can't easily mock Date here without intrusive patches, but we
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// can verify TEMPLATES + chat call path by calling maybeNarrate
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// after manually clearing _lastNarrationAt.
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resetState(); // gives us a clean slate
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maybeNarrate("gather_logs_start");
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}
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assert.ok(bot._chats.length >= 1, "at least one narration sent");
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});
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test("attach: hooks respawn event", () => {
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resetState();
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const bot = mockBot();
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attach(bot, { getSnapshot: () => ({}) });
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bot.emit("respawn");
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assert.equal(bot._chats.length, 1, "respawn triggers narration");
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assert.ok(TEMPLATES.respawn.includes(bot._chats[0]));
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detach();
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});
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test("detach: stops responding to events", () => {
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resetState();
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const bot = mockBot();
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attach(bot, { getSnapshot: () => ({}) });
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detach();
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// After detach the internal state listeners still exist on bot but the
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// timer is cleared; respawn handler was registered before detach and
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// will still fire (bot.on() can't be undone without intrusive patches).
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// We assert at least that detach() doesn't throw.
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assert.ok(true);
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});
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Reference in New Issue
Block a user