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>
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// survive.flee — emergency retreat from the nearest hostile. Unlike
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// explore.far, this skill explicitly moves away from the hostile entity
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// that triggered the mode.
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import { fleeFrom } from "../actions.js";
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const HOSTILE = new Set([
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"zombie", "skeleton", "creeper", "spider", "witch", "pillager",
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"vindicator", "husk", "stray", "drowned", "phantom", "enderman",
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"slime", "magma_cube", "hoglin", "piglin_brute", "ravager", "warden",
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"breeze", "bogged",
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]);
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function nearestHostile(bot, { hostileName } = {}) {
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const here = bot?.entity?.position;
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if (!here) return null;
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let best = null;
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for (const e of Object.values(bot.entities ?? {})) {
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if (!e?.position) continue;
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const name = (e.name || "").toLowerCase();
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if (hostileName && name !== String(hostileName).toLowerCase()) continue;
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if (!hostileName && !HOSTILE.has(name)) continue;
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const d = e.position.distanceTo(here);
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if (!best || d < best.distance) best = { entity: e, distance: d };
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}
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return best;
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}
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export const skill = Object.freeze({
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id: "survive.flee",
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title: "Retreat from the nearest hostile",
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timeoutMs: 40_000,
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preconditions(ctx, args = {}) {
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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const hit = nearestHostile(ctx.bot, args);
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if (!hit) return { ok: false, code: "no_hostile", detail: "no matching hostile entity" };
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return { ok: true };
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},
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async execute(ctx, args = {}) {
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const hit = nearestHostile(ctx.bot, args);
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if (!hit) return { ok: false, code: "no_hostile", detail: "no matching hostile after precondition", worldDelta: null };
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const res = await fleeFrom(ctx.bot, hit.entity, args.distance ?? 16);
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if (res.ok) {
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return {
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ok: true,
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code: "done",
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detail: { ...res.detail, from: hit.entity.name, distance: Math.round(hit.distance * 10) / 10 },
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worldDelta: { fledTo: res.detail?.to ?? null },
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};
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}
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const msg = String(res.detail ?? "");
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const code = msg.includes("timed out") ? "timeout" : "failed";
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return { ok: false, code, detail: res.detail, worldDelta: null };
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},
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recover(ctx, result) {
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if (result.code === "timeout") return { hint: "tunnel-out", reason: "flee path timed out" };
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return null;
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},
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});
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export const _internal = { nearestHostile };
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