chore: snapshot pre-v0.2.0 WIP (pathfinder/reflex/metrics/skills improvements)

Baseline for the v0.2.0 self-learning iteration. All 205 tests pass on this
state. Subsequent commits in this branch layer the knowledge base,
post-mortem coach, and persona narration on top.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
2026-05-27 13:05:12 +03:00
co-authored by Claude Opus 4.7
parent 3ee2ab886e
commit 86e5294bb8
30 changed files with 1023 additions and 130 deletions
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// survive.acquire-food — turn "hungry and no edible item" into a concrete
// world action. The first implementation is intentionally conservative:
// pick up nearby drops if they are already visible, otherwise hunt a nearby
// passive animal. It does not harvest player-looking crops.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { info, warn } from "../log.js";
import { foods } from "./groups.js";
const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function setMovementsForTravel(bot) {
const m = new Movements(bot);
m.canDig = true;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
function foodCount(bot) {
const allowed = foods(bot);
return bot.inventory.items().reduce((sum, item) => allowed.has(item.name) ? sum + item.count : sum, 0);
}
function nearestPassiveFoodMob(bot, maxDistance = 32) {
const here = bot?.entity?.position;
if (!here) return null;
let best = null;
for (const e of Object.values(bot.entities ?? {})) {
if (!e?.position || !PASSIVE_FOOD_MOBS.has(e.name)) continue;
const d = e.position.distanceTo(here);
if (d > maxDistance) continue;
if (!best || d < best.distance) best = { entity: e, distance: d };
}
return best;
}
function nearbyDroppedItems(bot, maxDistance = 8) {
const here = bot?.entity?.position;
if (!here) return [];
return Object.values(bot.entities ?? {})
.filter((e) => e?.position && (e.type === "object" || e.name === "item"))
.map((e) => ({ entity: e, distance: e.position.distanceTo(here) }))
.filter((e) => e.distance <= maxDistance)
.sort((a, b) => a.distance - b.distance);
}
async function pickupNearbyDrops(bot) {
ensurePathfinder(bot);
setMovementsForTravel(bot);
let picked = 0;
for (const { entity } of nearbyDroppedItems(bot, 8).slice(0, 6)) {
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(entity.position.x, entity.position.y, entity.position.z, 1)),
8_000,
"gotoDrop",
);
picked++;
} catch {}
}
if (picked > 0) await new Promise((r) => setTimeout(r, 600));
return picked;
}
export const skill = Object.freeze({
id: "survive.acquire-food",
title: "Acquire a basic food item",
timeoutMs: 75_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
if (foodCount(ctx.bot) > 0) return { ok: false, code: "already_have", detail: "already carrying edible food" };
if (nearestPassiveFoodMob(ctx.bot) || nearbyDroppedItems(ctx.bot, 8).length > 0) return { ok: true };
return { ok: false, code: "no_target", detail: "no nearby food drops or passive food mobs" };
},
async execute(ctx) {
const bot = ctx.bot;
const before = foodCount(bot);
const picked = await pickupNearbyDrops(bot);
if (foodCount(bot) > before) {
return {
ok: true,
code: "done",
detail: { source: "drop", picked },
worldDelta: { acquiredFood: foodCount(bot) - before, source: "drop" },
};
}
const target = nearestPassiveFoodMob(bot);
if (!target) return { ok: false, code: "no_target", detail: "no passive food mob visible", worldDelta: null };
ensurePathfinder(bot);
setMovementsForTravel(bot);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalFollow(target.entity, 2)),
30_000,
"pathToFoodMob",
);
} catch (e) {
return { ok: false, code: "no_path", detail: e.message, worldDelta: null };
}
info("action", `survive.acquire-food: hunting ${target.entity.name} (${target.distance.toFixed(1)}m)`);
try {
for (let i = 0; i < 8; i++) {
const current = Object.values(bot.entities ?? {}).find((e) => e.id === target.entity.id);
if (!current) break;
if (current.position.distanceTo(bot.entity.position) > 4) {
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalFollow(current, 2)),
8_000,
"repathFoodMob",
);
} catch {}
}
bot.attack(current);
await new Promise((r) => setTimeout(r, 700));
}
await new Promise((r) => setTimeout(r, 1_000));
await pickupNearbyDrops(bot);
const after = foodCount(bot);
if (after <= before) {
return { ok: false, code: "no_drop", detail: `hunted ${target.entity.name} but found no edible drop`, worldDelta: null };
}
return {
ok: true,
code: "done",
detail: { source: "hunt", mob: target.entity.name, gained: after - before },
worldDelta: { acquiredFood: after - before, source: "hunt", mob: target.entity.name },
};
} catch (e) {
warn("action", `survive.acquire-food failed: ${e.message}`);
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
}
},
recover(ctx, result) {
if (result.code === "no_target" || result.code === "no_path") {
return { hint: "wander", reason: "need to search for passive food mobs" };
}
return null;
},
});
export const _internal = { foodCount, nearestPassiveFoodMob };