fix(runtime/skills): guard stationary blind fallback
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+14
-1
@@ -454,6 +454,7 @@ export async function wander(bot, radius = 12) {
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return { ok: true, detail: { to: { x: tx, y: ty, z: tz }, via: best.name } };
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} catch (e) {
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warn("action", `wander pathfinder failed: ${e.message} — continuing blind in ${best.name}`);
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const beforeBlind = clonePos(bot.entity.position);
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try { await bot.look(best.yaw, 0, true); } catch {}
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bot.setControlState("forward", true);
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bot.setControlState("jump", true);
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@@ -463,7 +464,19 @@ export async function wander(bot, radius = 12) {
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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: { to: { x: tx, y: ty, z: tz }, mode: "blind", via: best.name } };
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const moved = horizontalDistance(beforeBlind, bot.entity.position);
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if (moved < 0.75) {
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info("action", `wander: blind ${best.name} moved only ${moved.toFixed(2)} horizontally → tunnel-out`);
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const tunnel = await digEscapeTunnel(bot, { maxSteps: 3, reason: `wander blind ${best.name}` });
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const detail = { to: { x: tx, y: ty, z: tz }, mode: "blind", via: best.name, moved, recovery: tunnel.detail ?? null };
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if (!tunnel.ok) return { ok: false, code: tunnel.code ?? "wedged", detail, worldDelta: tunnel.worldDelta ?? null };
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return { ok: true, detail: { ...(tunnel.detail ?? {}), previousMode: "blind", recovered: true }, worldDelta: tunnel.worldDelta ?? null };
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}
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return {
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ok: true,
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detail: { to: { x: tx, y: ty, z: tz }, mode: "blind-moved", previousMode: "blind", via: best.name, moved },
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worldDelta: { movedTo: clonePos(bot.entity.position) },
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};
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}
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}
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@@ -122,24 +122,62 @@ export const skill = Object.freeze({
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};
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} catch (e) {
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warn("action", `explore.far pathfinder failed: ${e.message} — continuing blind`);
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try { await bot.look(best.yaw, 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, 7_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 {
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ok: true, code: "done",
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detail: { mode: "blind", dir: best.name },
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worldDelta: { movedTo: null },
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};
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return blindWalkOrTunnelOut(bot, {
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yaw: best.yaw,
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dirName: best.name,
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blindMs: args.blindMs ?? 7_000,
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tunnelPushMs: args.tunnelPushMs,
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reason: `explore.far blind ${best.name}`,
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});
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}
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},
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});
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async function blindWalkOrTunnelOut(bot, { yaw, dirName, blindMs = 7_000, minMove = 0.75, tunnelPushMs, reason = "blind fallback" } = {}) {
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const before = clonePos(bot.entity.position);
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try { await bot.look(yaw, 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, Math.max(0, blindMs)));
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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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const moved = horizontalDistance(before, bot.entity.position);
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if (moved >= minMove) {
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return {
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ok: true,
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code: "done",
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detail: { mode: "blind-moved", previousMode: "blind", dir: dirName, moved },
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worldDelta: { movedTo: clonePos(bot.entity.position) },
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};
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}
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info("action", `explore.far: blind ${dirName} moved only ${moved.toFixed(2)} horizontally → tunnel-out`);
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const tunnelArgs = { maxSteps: 3, reason };
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if (tunnelPushMs !== undefined) tunnelArgs.pushMs = tunnelPushMs;
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const tunnel = await digEscapeTunnel(bot, tunnelArgs);
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const detail = { mode: "blind", dir: dirName, moved, recovery: tunnel.detail ?? null };
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if (!tunnel.ok) {
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return {
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ok: false,
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code: tunnel.code ?? "wedged",
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detail,
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worldDelta: tunnel.worldDelta ?? null,
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};
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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: { ...(tunnel.detail ?? {}), previousMode: "blind", recovered: true },
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worldDelta: tunnel.worldDelta ?? { movedTo: clonePos(bot.entity.position) },
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};
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}
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export const _internal = { blindWalkOrTunnelOut };
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const CARDINAL_YAWS = [
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{ name: "N", yaw: Math.PI },
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{ name: "E", yaw: -Math.PI / 2 },
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@@ -2,6 +2,7 @@ import { test } from "node:test";
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import assert from "node:assert/strict";
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import { getSkill } from "./index.js";
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import { _internal as exploreFarInternal } from "./explore-far.js";
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import { digEscapeTunnel, _internal } from "./recovery-tunnel-out.js";
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function makePos(x, y, z) {
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@@ -98,3 +99,25 @@ test("tunnel-out does not count jumping in place as escape", async () => {
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assert.equal(res.code, "wedged");
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assert.match(res.detail.error, /moved only 0\.00 horizontally/);
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});
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test("explore.far blind fallback does not report done when position is unchanged", async () => {
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const blocks = {};
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const bot = makeBot(blocks);
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bot.look = async () => {};
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bot.lookAt = async () => {};
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bot.dig = async (block) => {
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blocks[`${block.position.x},${block.position.y},${block.position.z}`] = "air";
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};
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bot.setControlState = () => {}; // no physics movement in this wedged simulation
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const res = await exploreFarInternal.blindWalkOrTunnelOut(bot, {
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yaw: 0,
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dirName: "E",
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blindMs: 0,
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tunnelPushMs: 0,
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});
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assert.equal(res.ok, false);
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assert.equal(res.code, "wedged");
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assert.equal(res.detail.mode, "blind");
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assert.equal(res.detail.dir, "E");
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});
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