feat(runtime): early-game survival curriculum + stone/craft skills (Phase 3) (#15)

Phase 3 of plans/autonomous-survival-bot-prd.md. Gives the bot a
deterministic path from empty inventory through stone-tier tools and
basic storage, without an LLM call per tick.

New:
- runtime/curriculum.js: ordered milestone chooser
  (wood.16 → wood.planks-and-sticks → wood.tools → stone.32 →
   stone.tools → food.basic → storage.chest → shelter.torch). Each
  milestone exposes isDone(inventory, snapshot) and suggest() returning
  a { skillId } plan the scheduler can dispatch via runSkill. isDone
  uses "stage reached" escapes so progress is monotonic — crafting
  planks doesn't bounce the chooser back to "gather 16 logs".
- runtime/skills/gather-stone.js: gather.stone with pickaxe-required
  precondition, blacklist on failed paths, registry-aware matching
  (stone / cobblestone / deepslate / cobbled_deepslate / andesite /
  diorite / granite).
- runtime/skills/craft.js: factory + concrete skills for craft.planks,
  craft.sticks, craft.wooden-axe/-pickaxe/-sword, craft.stone-axe/
  -pickaxe/-sword, craft.furnace, craft.chest, craft.torch (torch
  requires coal or charcoal preflight).

Tests:
- runtime/curriculum.test.js: 14 tests covering chooser ordering,
  per-milestone skill suggestion, inventoryFull threshold, monotonic
  advancement across stage transitions.
- npm test now runs the full suite: 28/28 passing.

Wiring:
- runtime/bot.js: lastSnapshot.curriculum carries the next milestone
  + suggested skill on every tick; lastSnapshot.currentMilestone
  prefers the curriculum title over the planner.md line.
- tui/tui.tsx: milestone line shows the curriculum's suggested skill
  and an [inventory full] flag when isInventoryFull fires.

Reflex.js still calls actions.js directly; wiring the scheduler to
runSkill(plan.skillId, …) lands in Phase 4.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit was merged in pull request #15.
This commit is contained in:
Yuriy Mayatnikov
2026-05-25 22:23:33 +03:00
committed by GitHub
co-authored by mayatnikov Claude Opus 4.7
parent 4b7541435d
commit ae7b4d89cb
9 changed files with 785 additions and 3 deletions
+9 -1
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@@ -38,6 +38,7 @@ import { startPlanner, isPlannerBusy, readNextMilestone, planExists } from "./pl
import { computeState, STATES } from "./state.js";
import { createNoProgressDetector } from "./no-progress.js";
import { maybeStartViewer } from "./viewer.js";
import { nextMilestone as nextCurriculumMilestone } from "./curriculum.js";
fs.mkdirSync(stateDir, { recursive: true });
const JOINED_FLAG = path.join(stateDir, "joined-before.flag");
@@ -582,7 +583,14 @@ function tick() {
lastSnapshot.activeSkill = reflexCtx.busy
? reflexCtx.currentActionLabel
: reflexCtx.lastReflex?.label ?? null;
lastSnapshot.currentMilestone = cachedMilestone;
// Two sources of "next milestone":
// - planner.md (LLM-written, free-form, advisory)
// - curriculum.js (deterministic early-game progression)
// The TUI prefers the curriculum's structured milestone (it has a
// suggested skill); falls back to the planner line for late-game.
const curriculum = nextCurriculumMilestone(lastSnapshot);
lastSnapshot.curriculum = curriculum;
lastSnapshot.currentMilestone = curriculum?.milestone?.title ?? cachedMilestone;
lastSnapshot.lastResult = lastResult;
lastSnapshot.noProgressReason = noProgressReason;
lastSnapshot.failuresByCode = failuresByCode();
+165
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@@ -0,0 +1,165 @@
// Deterministic early-game survival curriculum. Mirrors PRD §6 FR4:
// the bot should be able to progress from empty inventory to wooden tools,
// to a stone tier + furnace + chest, without an LLM call per tick.
//
// Each milestone exposes:
// id - stable string, used for diary/snapshot
// title - human label, used by TUI
// isDone - (inventoryCounts, snapshot) => boolean
// suggest - (inventoryCounts, snapshot) => skill plan
// where a plan is { skillId, args? } or null if the
// milestone requires a precondition the scheduler must
// set up via an earlier milestone.
//
// The chooser walks milestones in order and returns the first one whose
// `isDone` returns false. That milestone is "current". Its `suggest()`
// tells the scheduler what skill to dispatch right now.
//
// The curriculum is pure: it never touches the bot, the world or the
// state-store. The scheduler is responsible for dispatch, retries and
// no-progress handling.
const INVENTORY_FULL_DISTINCT_STACKS = 32;
function totalLogs(inv) {
return Object.entries(inv ?? {})
.filter(([k]) => k.endsWith("_log") || k.endsWith("_stem"))
.reduce((sum, [, n]) => sum + n, 0);
}
function totalPlanks(inv) {
return Object.entries(inv ?? {})
.filter(([k]) => k.endsWith("_planks"))
.reduce((sum, [, n]) => sum + n, 0);
}
function totalCobble(inv) {
return (inv?.cobblestone ?? 0) + (inv?.cobbled_deepslate ?? 0);
}
function has(inv, name, n = 1) {
return (inv?.[name] ?? 0) >= n;
}
function hasAny(inv, names) {
return names.some((n) => (inv?.[n] ?? 0) > 0);
}
const WOODEN_TOOLS = ["wooden_axe", "wooden_pickaxe", "wooden_sword"];
const STONE_TOOLS = ["stone_axe", "stone_pickaxe", "stone_sword"];
// A "stage reached" predicate: once the bot has wooden tools, wood.16 is
// implicitly considered done even if the log stack is now empty (the bot
// burned through them to craft planks/sticks/tools). Without this, the
// curriculum oscillates: chop → craft → "oh, I have no logs again, go
// chop". Each milestone keeps its raw-resource predicate AND an
// "advanced past this tier" escape so the chooser monotonically advances.
function hasWoodenTier(inv) {
return WOODEN_TOOLS.some((n) => has(inv, n));
}
function hasStoneTier(inv) {
return STONE_TOOLS.some((n) => has(inv, n));
}
const MILESTONES = [
{
id: "wood.16",
title: "Gather 16 logs",
isDone: (inv) => totalLogs(inv) >= 16 || hasWoodenTier(inv),
suggest: () => ({ skillId: "gather.logs" }),
},
{
id: "wood.planks-and-sticks",
title: "Craft 4 planks and 4 sticks",
isDone: (inv) =>
(totalPlanks(inv) >= 4 && has(inv, "stick", 4)) || hasWoodenTier(inv),
suggest: (inv) => {
if (totalPlanks(inv) < 4) return { skillId: "craft.planks" };
return { skillId: "craft.sticks" };
},
},
{
id: "wood.tools",
title: "Craft wooden axe, pickaxe, sword",
isDone: (inv) => WOODEN_TOOLS.every((n) => has(inv, n)) || hasStoneTier(inv),
suggest: (inv) => {
if (!has(inv, "wooden_axe")) return { skillId: "craft.wooden-axe" };
if (!has(inv, "wooden_pickaxe")) return { skillId: "craft.wooden-pickaxe" };
if (!has(inv, "wooden_sword")) return { skillId: "craft.wooden-sword" };
return null;
},
},
{
id: "stone.32",
title: "Gather 32 cobblestone",
isDone: (inv) => totalCobble(inv) >= 32 || hasStoneTier(inv),
suggest: () => ({ skillId: "gather.stone" }),
},
{
id: "stone.tools",
title: "Craft stone axe, pickaxe, sword and a furnace",
isDone: (inv) => STONE_TOOLS.every((n) => has(inv, n)) && has(inv, "furnace"),
suggest: (inv) => {
if (!has(inv, "stone_axe")) return { skillId: "craft.stone-axe" };
if (!has(inv, "stone_pickaxe")) return { skillId: "craft.stone-pickaxe" };
if (!has(inv, "stone_sword")) return { skillId: "craft.stone-sword" };
if (!has(inv, "furnace")) return { skillId: "craft.furnace" };
return null;
},
},
{
id: "food.basic",
title: "Secure a basic food source",
isDone: (inv, snap) => {
const carrying = ["bread", "cooked_beef", "cooked_chicken", "cooked_porkchop", "apple", "carrot", "potato", "baked_potato"].some(
(n) => has(inv, n),
);
return carrying || (snap?.food ?? 20) >= 18;
},
suggest: () => ({ skillId: "survive.eat" }), // best-effort; richer "find food" skill lands later
},
{
id: "storage.chest",
title: "Place a personal chest",
isDone: (inv) => has(inv, "chest"),
suggest: () => ({ skillId: "craft.chest" }),
},
{
id: "shelter.torch",
title: "Have torches on hand for the perimeter",
isDone: (inv) => has(inv, "torch", 4),
suggest: () => ({ skillId: "craft.torch" }),
},
];
export function isInventoryFull(snapshot) {
const distinct = Object.keys(snapshot?.inventory ?? {}).length;
return distinct >= INVENTORY_FULL_DISTINCT_STACKS;
}
// Walk the curriculum and return the first uncompleted milestone, plus
// the suggested skill for it. If the inventory is full, the scheduler may
// choose to insert a deposit/drop step before continuing; we mark that
// in the result rather than skipping the milestone so the TUI can show
// the right blocker.
export function nextMilestone(snapshot) {
const inv = snapshot?.inventory ?? {};
for (const m of MILESTONES) {
if (m.isDone(inv, snapshot)) continue;
const plan = m.suggest(inv, snapshot);
return {
milestone: { id: m.id, title: m.title },
plan,
inventoryFull: isInventoryFull(snapshot),
};
}
return null; // every milestone done — bot has reached the end of the
// deterministic curriculum and base/village logic takes over (Phase 4).
}
export function listMilestones() {
return MILESTONES.map((m) => ({ id: m.id, title: m.title }));
}
// Exposed for tests.
export const _internal = { totalLogs, totalPlanks, totalCobble, has, hasAny, MILESTONES };
+154
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@@ -0,0 +1,154 @@
// Tests for runtime/curriculum.js. The chooser is pure, so we just feed
// snapshots and assert which milestone + skill comes back.
import { test } from "node:test";
import assert from "node:assert/strict";
import { nextMilestone, isInventoryFull, listMilestones } from "./curriculum.js";
function snap(inventory, extras = {}) {
return { connected: true, inventory, ...extras };
}
// A baseline of "everything before this stage is already done". Callers pass
// the extra items needed to exercise the milestone under test, so individual
// tests stay tiny and focused.
function snapAfter(stage, addInventory = {}, extras = {}) {
const baseline = {};
const layers = {
"wood.16": { oak_log: 16 },
"wood.planks-and-sticks": { oak_log: 16, oak_planks: 4, stick: 4 },
"wood.tools": {
oak_log: 16, oak_planks: 6, stick: 6,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
},
"stone.32": {
oak_log: 16, oak_planks: 6, stick: 6,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
cobblestone: 32,
},
"stone.tools": {
oak_log: 16, oak_planks: 6, stick: 8,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
cobblestone: 8,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
},
"food.basic": {
oak_log: 16, oak_planks: 6, stick: 8,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
cobblestone: 8,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
bread: 4,
},
"storage.chest": {
oak_log: 16, oak_planks: 6, stick: 8,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
cobblestone: 8,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
bread: 4, chest: 1,
},
};
Object.assign(baseline, layers[stage] ?? {}, addInventory);
return snap(baseline, extras);
}
test("empty inventory → first milestone is wood.16, suggests gather.logs", () => {
const got = nextMilestone(snap({}));
assert.equal(got.milestone.id, "wood.16");
assert.equal(got.plan.skillId, "gather.logs");
assert.equal(got.inventoryFull, false);
});
test("with 16 logs but no planks → wood.planks-and-sticks, craft.planks first", () => {
const got = nextMilestone(snap({ oak_log: 16 }));
assert.equal(got.milestone.id, "wood.planks-and-sticks");
assert.equal(got.plan.skillId, "craft.planks");
});
test("planks present but no sticks → craft.sticks", () => {
const got = nextMilestone(snapAfter("wood.16", { oak_planks: 4 }));
assert.equal(got.milestone.id, "wood.planks-and-sticks");
assert.equal(got.plan.skillId, "craft.sticks");
});
test("planks+sticks but no wooden tools → wood.tools, axe first", () => {
const got = nextMilestone(snapAfter("wood.planks-and-sticks"));
assert.equal(got.milestone.id, "wood.tools");
assert.equal(got.plan.skillId, "craft.wooden-axe");
});
test("wooden axe present, pickaxe missing → craft.wooden-pickaxe", () => {
const got = nextMilestone(snapAfter("wood.planks-and-sticks", { wooden_axe: 1 }));
assert.equal(got.milestone.id, "wood.tools");
assert.equal(got.plan.skillId, "craft.wooden-pickaxe");
});
test("wooden tools done, no cobble → stone.32, suggests gather.stone", () => {
const got = nextMilestone(snapAfter("wood.tools"));
assert.equal(got.milestone.id, "stone.32");
assert.equal(got.plan.skillId, "gather.stone");
});
test("32 cobble + wooden tools → stone.tools, stone_axe first", () => {
const got = nextMilestone(snapAfter("stone.32"));
assert.equal(got.milestone.id, "stone.tools");
assert.equal(got.plan.skillId, "craft.stone-axe");
});
test("stone tools present but no furnace → craft.furnace", () => {
const got = nextMilestone(snapAfter("stone.32", {
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1,
cobblestone: 8, // need leftover for furnace
}));
assert.equal(got.milestone.id, "stone.tools");
assert.equal(got.plan.skillId, "craft.furnace");
});
test("food.basic satisfied by carrying bread", () => {
const got = nextMilestone(snapAfter("food.basic"));
assert.equal(got.milestone.id, "storage.chest");
});
test("food.basic satisfied by high food bar even without food item", () => {
const got = nextMilestone(snapAfter("stone.tools", {}, { food: 20 }));
assert.equal(got.milestone.id, "storage.chest");
});
test("all done → null", () => {
const inv = {
oak_log: 16, oak_planks: 8, stick: 8,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
cobblestone: 32,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
bread: 4, chest: 1, torch: 8,
};
assert.equal(nextMilestone(snap(inv, { food: 20 })), null);
});
test("isInventoryFull threshold = 32 distinct stacks", () => {
const inv = {};
for (let i = 0; i < 31; i++) inv[`stack_${i}`] = 1;
assert.equal(isInventoryFull(snap(inv)), false);
inv.stack_31 = 1;
assert.equal(isInventoryFull(snap(inv)), true);
});
test("inventoryFull flag is returned alongside milestone, not as override", () => {
const inv = {};
for (let i = 0; i < 40; i++) inv[`stack_${i}`] = 1;
const got = nextMilestone(snap(inv));
// First milestone (wood.16) still fires; scheduler can use inventoryFull to
// insert a deposit step.
assert.equal(got.milestone.id, "wood.16");
assert.equal(got.inventoryFull, true);
});
test("listMilestones exposes ordered ids for diary/TUI", () => {
const ms = listMilestones();
assert.equal(ms[0].id, "wood.16");
assert.equal(ms[ms.length - 1].id, "shelter.torch");
for (const m of ms) {
assert.equal(typeof m.id, "string");
assert.equal(typeof m.title, "string");
}
});
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@@ -0,0 +1,267 @@
// craft.* — thin skill wrappers around the existing actions.js crafting
// primitives. Each one is generated by makeCraftSkill so adding a new
// craftable is one entry in this file rather than a new module.
//
// All wood/stone crafts that need a workbench reuse actions.placeCraftingTable
// internally: the skill's preconditions guarantee the raw materials, then
// execute() defers to the actions.js implementation that handles
// table-placement, recipe lookup and bot.craft().
import {
craftPlanks,
craftSticks,
craftWoodenAxe,
craftWoodenPickaxe,
craftWoodenSword,
placeCraftingTable,
inv as invHelpers,
} from "../actions.js";
function totalPlanks(bot) {
return invHelpers.getAnyPlanksCount(bot);
}
function totalSticks(bot) {
return invHelpers.getItemCount(bot, "stick");
}
function totalLogs(bot) {
return invHelpers.getAnyLogCount(bot);
}
function count(bot, name) {
return invHelpers.getItemCount(bot, name);
}
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 asResult(res, doneCode = "done") {
if (res?.ok) {
return { ok: true, code: doneCode, detail: res.detail, worldDelta: { crafted: res.detail?.item ?? doneCode } };
}
const msg = String(res?.detail ?? "");
const code = msg.includes("no recipe")
? "no_recipe"
: msg.includes("timed out")
? "timeout"
: "failed";
return { ok: false, code, detail: res?.detail, worldDelta: null };
}
// --- direct wrappers around existing actions ---------------------------------
export const craftPlanksSkill = Object.freeze({
id: "craft.planks",
title: "Craft planks from logs",
timeoutMs: 20_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
if (totalLogs(ctx.bot) < 1) return { ok: false, code: "missing_material", detail: "no log in inventory" };
return { ok: true };
},
async execute(ctx, args = {}) {
return asResult(await craftPlanks(ctx.bot, args.count ?? 4));
},
});
export const craftSticksSkill = Object.freeze({
id: "craft.sticks",
title: "Craft sticks from planks",
timeoutMs: 20_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
if (totalPlanks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 planks" };
return { ok: true };
},
async execute(ctx, args = {}) {
return asResult(await craftSticks(ctx.bot, args.count ?? 4));
},
});
export const craftWoodenAxeSkill = Object.freeze({
id: "craft.wooden-axe",
title: "Craft wooden axe",
timeoutMs: 30_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
if (totalPlanks(ctx.bot) < 3) return { ok: false, code: "missing_material", detail: "need 3 planks" };
if (totalSticks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 sticks" };
return { ok: true };
},
async execute(ctx) {
return asResult(await craftWoodenAxe(ctx.bot));
},
});
export const craftWoodenPickaxeSkill = Object.freeze({
id: "craft.wooden-pickaxe",
title: "Craft wooden pickaxe",
timeoutMs: 30_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
if (totalPlanks(ctx.bot) < 3) return { ok: false, code: "missing_material", detail: "need 3 planks" };
if (totalSticks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 sticks" };
return { ok: true };
},
async execute(ctx) {
return asResult(await craftWoodenPickaxe(ctx.bot));
},
});
export const craftWoodenSwordSkill = Object.freeze({
id: "craft.wooden-sword",
title: "Craft wooden sword",
timeoutMs: 30_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
if (totalPlanks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 planks" };
if (totalSticks(ctx.bot) < 1) return { ok: false, code: "missing_material", detail: "need 1 stick" };
return { ok: true };
},
async execute(ctx) {
return asResult(await craftWoodenSword(ctx.bot));
},
});
// --- generic crafting (stone tools, furnace, chest, torch) -------------------
// Stone-tier and storage crafts share the same lookup-recipe-then-call-bot.craft
// shape as the wooden tools, but with different precondition counts and item
// names. We define a tiny factory.
//
// `requires` is a map from item name to required count. `needsTable: true`
// means we place / reuse a crafting table first (via actions.placeCraftingTable).
function makeRecipeSkill({ id, title, item, requires, needsTable, doneCode = "done" }) {
return Object.freeze({
id,
title,
timeoutMs: 30_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
for (const [name, n] of Object.entries(requires)) {
const have = name === "planks"
? totalPlanks(ctx.bot)
: count(ctx.bot, name);
if (have < n) {
return { ok: false, code: "missing_material", detail: `need ${n} ${name} (have ${have})` };
}
}
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
let tableBlock = null;
if (needsTable) {
const tableRes = await placeCraftingTable(bot);
if (!tableRes.ok) {
const msg = String(tableRes.detail ?? "");
const code = msg.includes("timed out") ? "timeout" : "missing_table";
return { ok: false, code, detail: tableRes.detail, worldDelta: null };
}
tableBlock = tableRes.block;
}
const reg = bot?.registry;
const itemId = reg?.itemsByName?.[item]?.id;
if (itemId == null) {
return { ok: false, code: "unsupported_version", detail: `unknown item ${item}`, worldDelta: null };
}
const recipes = bot.recipesFor(itemId, null, 1, tableBlock);
const recipe = recipes[0];
if (!recipe) {
return { ok: false, code: "no_recipe", detail: `no recipe for ${item}`, worldDelta: null };
}
try {
await withTimeout(bot.craft(recipe, 1, tableBlock), 15_000, `craft(${item})`);
return { ok: true, code: doneCode, detail: { item }, worldDelta: { crafted: item } };
} catch (e) {
const msg = String(e?.message ?? "");
const code = msg.includes("timed out") ? "timeout" : "failed";
return { ok: false, code, detail: e.message, worldDelta: null };
}
},
validate(ctx, result) {
return result.ok && !!result.worldDelta?.crafted;
},
});
}
export const craftStoneAxeSkill = makeRecipeSkill({
id: "craft.stone-axe",
title: "Craft stone axe",
item: "stone_axe",
requires: { cobblestone: 3, stick: 2 },
needsTable: true,
});
export const craftStonePickaxeSkill = makeRecipeSkill({
id: "craft.stone-pickaxe",
title: "Craft stone pickaxe",
item: "stone_pickaxe",
requires: { cobblestone: 3, stick: 2 },
needsTable: true,
});
export const craftStoneSwordSkill = makeRecipeSkill({
id: "craft.stone-sword",
title: "Craft stone sword",
item: "stone_sword",
requires: { cobblestone: 2, stick: 1 },
needsTable: true,
});
export const craftFurnaceSkill = makeRecipeSkill({
id: "craft.furnace",
title: "Craft furnace",
item: "furnace",
requires: { cobblestone: 8 },
needsTable: true,
});
export const craftChestSkill = makeRecipeSkill({
id: "craft.chest",
title: "Craft chest",
item: "chest",
requires: { planks: 8 },
needsTable: true,
});
// Torch: 1 stick + 1 coal (or charcoal) → 4 torches. We accept either
// fuel via precondition shortcut: if no coal AND no charcoal, fail with
// missing_material so the curriculum surfaces the blocker rather than
// silently fail at recipe lookup.
export const craftTorchSkill = Object.freeze({
id: "craft.torch",
title: "Craft torches",
timeoutMs: 20_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
if (totalSticks(ctx.bot) < 1) return { ok: false, code: "missing_material", detail: "need 1 stick" };
if (count(ctx.bot, "coal") < 1 && count(ctx.bot, "charcoal") < 1) {
return { ok: false, code: "missing_material", detail: "need 1 coal or charcoal" };
}
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
const reg = bot?.registry;
const itemId = reg?.itemsByName?.["torch"]?.id;
if (itemId == null) {
return { ok: false, code: "unsupported_version", detail: "no torch in registry", worldDelta: null };
}
const recipes = bot.recipesFor(itemId, null, 1, null);
const recipe = recipes[0];
if (!recipe) {
return { ok: false, code: "no_recipe", detail: "no recipe for torch (need coal+stick)", worldDelta: null };
}
try {
await withTimeout(bot.craft(recipe, 1, null), 15_000, "craft(torch)");
return { ok: true, code: "done", detail: { item: "torch" }, worldDelta: { crafted: "torch" } };
} catch (e) {
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
}
},
});
+128
View File
@@ -0,0 +1,128 @@
// gather.stone — find a nearby stone/cobble/deepslate block, equip a
// pickaxe (best available), path to it and mine it. Stone-tier mining
// needs at least a wooden pickaxe — the preconditions enforce that.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { pickaxes } from "./groups.js";
import { info, warn } from "../log.js";
const STONE_NAMES = ["stone", "cobblestone", "deepslate", "cobbled_deepslate", "andesite", "diorite", "granite"];
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function setMovementsForGather(bot) {
const m = new Movements(bot);
m.canDig = true;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
const PICKAXE_PRIORITY = ["netherite_pickaxe", "diamond_pickaxe", "iron_pickaxe", "stone_pickaxe", "wooden_pickaxe"];
async function equipBestPickaxe(bot) {
for (const name of PICKAXE_PRIORITY) {
const item = bot.inventory.items().find((i) => i.name === name);
if (item) {
try {
await bot.equip(item, "hand");
return name;
} catch {}
}
}
return null;
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
const stoneBlacklist = new WeakMap();
const BLACKLIST_TTL_MS = 5 * 60_000;
function getBlacklist(bot) {
let m = stoneBlacklist.get(bot);
if (!m) {
m = new Map();
stoneBlacklist.set(bot, m);
}
const now = Date.now();
for (const [k, exp] of m) if (exp < now) m.delete(k);
return m;
}
export const skill = Object.freeze({
id: "gather.stone",
title: "Gather cobblestone",
timeoutMs: 90_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
const available = pickaxes(ctx.bot);
if (available.size === 0) {
return { ok: false, code: "unsupported_version", detail: "no pickaxes in registry" };
}
const owned = ctx.bot.inventory.items().some((i) => available.has(i.name));
if (!owned) {
return { ok: false, code: "missing_tool", detail: "no pickaxe in inventory" };
}
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
const blacklist = getBlacklist(bot);
const target = bot.findBlock({
matching: (b) => {
if (!b || !b.position || !STONE_NAMES.includes(b.name)) return false;
const key = `${b.position.x},${b.position.y},${b.position.z}`;
return !blacklist.has(key);
},
maxDistance: 32,
});
if (!target) {
return { ok: false, code: "no_target", detail: "no reachable stone within 32 blocks", worldDelta: null };
}
ensurePathfinder(bot);
setMovementsForGather(bot);
const pickaxe = await equipBestPickaxe(bot);
info("action", `gather.stone: ${target.name} at ${target.position.x},${target.position.y},${target.position.z} (tool=${pickaxe ?? "fists"})`);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalGetToBlock(target.position.x, target.position.y, target.position.z)),
45_000,
"pathToStone",
);
await withTimeout(bot.dig(target), 30_000, "digStone");
await new Promise((r) => setTimeout(r, 1200));
return {
ok: true,
code: "done",
detail: { blockType: target.name, at: target.position },
worldDelta: { minedAt: target.position, blockType: target.name },
};
} catch (e) {
warn("action", `gather.stone failed: ${e.message}`);
const key = `${target.position.x},${target.position.y},${target.position.z}`;
blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
const msg = String(e?.message ?? "");
const code = msg.includes("timed out") ? "timeout" : "failed";
return { ok: false, code, detail: e.message, worldDelta: null };
}
},
validate(ctx, result) {
return result.ok && !!result.worldDelta?.blockType;
},
recover(ctx, result) {
if (result.code === "no_target") return { hint: "wander", reason: "no stone within 32 blocks" };
return null;
},
});
+26
View File
@@ -25,6 +25,20 @@ import { info, warn } from "../log.js";
import { skill as chopLogs } from "./chop-logs.js";
import { skill as eat } from "./eat.js";
import { skill as wander } from "./wander.js";
import { skill as gatherStone } from "./gather-stone.js";
import {
craftPlanksSkill,
craftSticksSkill,
craftWoodenAxeSkill,
craftWoodenPickaxeSkill,
craftWoodenSwordSkill,
craftStoneAxeSkill,
craftStonePickaxeSkill,
craftStoneSwordSkill,
craftFurnaceSkill,
craftChestSkill,
craftTorchSkill,
} from "./craft.js";
const SKILLS = new Map();
@@ -40,6 +54,18 @@ function register(skill) {
register(chopLogs);
register(eat);
register(wander);
register(gatherStone);
register(craftPlanksSkill);
register(craftSticksSkill);
register(craftWoodenAxeSkill);
register(craftWoodenPickaxeSkill);
register(craftWoodenSwordSkill);
register(craftStoneAxeSkill);
register(craftStonePickaxeSkill);
register(craftStoneSwordSkill);
register(craftFurnaceSkill);
register(craftChestSkill);
register(craftTorchSkill);
export function listSkills() {
return Array.from(SKILLS.values()).map((s) => ({