feat(v0.3.1): storyline — canonical Minecraft survival quest
The bot has been stuck in a loop for two days:
acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat
Diagnosis: manifesto + LLM advisor both correctly identify "you need
food" but neither expresses *what concretely to do next*. Manifesto is
a priority ladder (need-detection), not a narrative arc.
This commit adds the missing narrative layer — an ordered list of
operational steps that mirror the vanilla Minecraft survival path:
1. orient_self — Понять где я
2. first_wood — Собрать 8 поленьев
3. crafting_basics — Сделать верстак и палки
4. first_tools — Деревянные орудия
5. first_food — Найти первую еду
6. shelter_minimal — Простой шелтер с кроватью
7. stone_tier — Каменные орудия
8. food_security — Запас еды на 16+
9. iron_age — Железо и печь
10. settle_base — Постоянная база
11. village_grow — Развивать деревню (ongoing)
Each step has:
- completed(snapshot) → bool — detects achievement from snapshot
- suggestSkill(snapshot) → { skillId, args? } — concrete next dispatch
- emergencyPause(snapshot) → bool — defers to manifesto L0 alive
emergencies (low HP near hostile, lava under foot, food = 0)
- narration_ru — chat-friendly Russian one-liner spoken on entry
Components:
- runtime/goal/storyline.js — 11-step canonical quest catalogue
- runtime/goal/state.js — pickCurrentStep(snapshot) walks the list,
returns first non-completed step + its suggestion. 3s cache.
Validates suggestSkill's skillId against the live registry.
- runtime/reflex.js — curriculumReflex dispatch priority is now:
1. manifesto (L0 alive emergencies always win)
2. storyline (concrete operational subgoal)
3. curriculum plan (legacy fallback)
Tests pass ctx.disableStoryline=true for isolation.
- runtime/bot.js — snapshot.storyStep populated each tick so
chatter/advisor/reflect observers see the same view.
- runtime/coach/fast-advisor.js — buildUserPrompt now embeds the
current step + its suggested skill, so LLM advice is anchored
("step 5 first_food, storyline wants survive.acquire-food, but
recent dispatches show it's failing — try explore.far + scout").
- runtime/coach/advisor-trigger.js — forwards ctx.storyStep into
advise() and logs step id at trigger time.
- runtime/coach/reflect.js — reflection prompt includes storyline
progress so 30-min self-assessment is anchored.
- runtime/persona/chatter.js — narrates step.narration_ru on
transition. Rate-limited via existing maybeNarrateRaw().
New operator CLI:
- scripts/show-story.js — fetches the live snapshot via IPC sock and
prints step progress with ✓/→/ markers, current skill, inventory.
Falls back to --plain catalogue view when bot offline.
Token cost impact: ~+30 input tokens per advise() call (one extra
line in user prompt). Trivial vs the value of grounding LLM advice
in a concrete narrative.
Operator usage:
node scripts/show-story.js # live progress + which step + why
node scripts/show-story.js --plain # static catalogue of all 11 steps
Tests: 376 green (was 360, +16 storyline tests).
Also in this branch (already committed): dev/v0.3.1/PRD.md —
LLM prompt cost optimization design doc.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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// Storyline state: which step the bot is currently on.
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//
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// pickCurrentStep(snapshot) walks STORYLINE from the top and returns
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// the first non-completed step. If an emergency condition fires
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// (low HP near hostile, lava under foot, etc.) the step is paused and
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// callers should defer to manifesto's L0 alive emergency dispatch
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// instead of step.suggestSkill.
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import { STORYLINE, getStep } from "./storyline.js";
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import { isRegistered } from "../skill-registry.js";
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import { info } from "../log.js";
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const CACHE_TTL_MS = 3_000;
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let _cache = null;
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let _lastStepId = null;
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export function _resetForTest() {
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_cache = null;
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_lastStepId = null;
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}
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/**
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* pickCurrentStep(snapshot) →
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* {
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* step: { id, title, narration_ru },
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* index: number, // 0-based position
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* suggestion: { skillId, args } | null,
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* emergency: boolean, // true if emergencyPause fires
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* completedSteps: number // how many done so far
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* } | null
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*/
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export function pickCurrentStep(snapshot) {
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if (!snapshot?.connected) return null;
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const now = Date.now();
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if (_cache && _cache.snapshot === snapshot && now - _cache.ts < CACHE_TTL_MS) {
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return _cache.result;
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}
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let completedSteps = 0;
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let chosen = null;
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for (let i = 0; i < STORYLINE.length; i++) {
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const step = STORYLINE[i];
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let done;
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try { done = !!step.completed(snapshot); } catch { done = false; }
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if (done) {
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completedSteps += 1;
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continue;
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}
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let emergency = false;
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try { emergency = !!step.emergencyPause?.(snapshot); } catch {}
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let suggestion = null;
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if (!emergency) {
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try { suggestion = step.suggestSkill(snapshot) ?? null; } catch { suggestion = null; }
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if (suggestion?.skillId && !isRegistered(suggestion.skillId)) {
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info("storyline", `step ${step.id}: suggested unknown skill ${suggestion.skillId}; dropping`);
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suggestion = null;
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}
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}
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chosen = {
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step: { id: step.id, title: step.title, narration_ru: step.narration_ru },
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index: i,
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suggestion,
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emergency,
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completedSteps,
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};
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break;
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}
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if (chosen && _lastStepId !== chosen.step.id) {
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info("storyline", `step ${chosen.index + 1}/${STORYLINE.length}: ${chosen.step.id} — ${chosen.step.title} → ${chosen.suggestion?.skillId ?? "(no concrete skill)"}`);
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_lastStepId = chosen.step.id;
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}
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_cache = { snapshot, ts: now, result: chosen };
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return chosen;
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}
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/**
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* progressSummary(snapshot) → string, e.g.
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* "step 3/11 'first_tools' — Деревянные орудия → craft.wooden-pickaxe"
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*/
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export function progressSummary(snapshot) {
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const cur = pickCurrentStep(snapshot);
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if (!cur) return "(no storyline progress — disconnected)";
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const tail = cur.suggestion?.skillId ? ` → ${cur.suggestion.skillId}` : "";
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const emer = cur.emergency ? " [EMERGENCY PAUSE]" : "";
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return `step ${cur.index + 1}/${STORYLINE.length} '${cur.step.id}' — ${cur.step.title}${tail}${emer}`;
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}
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export { STORYLINE, getStep };
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