v0.2.0-rc.3: pillar-up escape + advice everywhere + danger POI
Closes the gap rc.2 left open. Live observation showed:
- Pi-coach extracted 5 high-quality lessons (do not explore.far at
night near zombies, etc.) but none of them fired (applied_count=0
across the board). Root cause: dispatcher consulted advice only on
the main curriculum path; the bot was falling into the wander/
explore.far FALLBACK after each gather attempt bailed, which
bypassed consult().
- Bot was wedged in a pit on (608, 90) with stone walls. recovery.
tunnel-out kept failing ("Digging aborted") because mining stone
with fists takes ~10s/block; pathfinder watchdog kills it.
This patch:
1. survive.pillar-up (runtime/skills/pillar-up.js) — new escape skill.
Places a placeable block under the bot and jumps onto it; repeats
up to 8 steps. No pickaxe required. Works in dirt/cobble/planks/
sand/gravel/wool/etc. The bot's vertical exit from any pit it can
stand in.
2. Wedged-emergency reflex (runtime/reflex.js). At the top of
curriculumReflex, if noProgressReason is wedged-like AND position
hasn't shifted ≥16 blocks in 60s AND no hostile in 6m AND pillar
block in inventory → dispatch survive.pillar-up. 2-min cooldown
between attempts.
3. consult() now also runs on the WANDER/explore.far fallback path
(runtime/reflex.js curriculumReflex). Pi-coach lessons can finally
take effect. If the fallback skill is overridden to a non-eligible
skill but the bot has a placeable block, falls back to pillar-up.
Outcomes feed reportAdviceOutcome so confidence stays grounded.
4. recordPOI("danger") on death (runtime/coach/postmortem.js). Spatial
memory now flags where the bot died, expires after 6h. POI table
was empty in rc.2.
5. SAFE_OVERRIDES extended (runtime/coach/advice.js): adds
survive.pillar-up and village.choose-base so coach lessons can
route there.
Tests: 255/255 green (+9 pillar-up).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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// survive.pillar-up — escape a pit by placing blocks underneath the bot
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// and jumping onto them. The classic Minecraft "pillaring" technique:
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// look straight down, jump, place block at feet, repeat. Works with
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// any solid placeable block (dirt, cobblestone, sand, etc.). Needs
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// NO pickaxe — this is the bot's escape hatch when tunnel-out keeps
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// failing because the surrounding terrain is unbreakable without tools.
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//
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// Strategy:
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// 1. Find a placeable solid block in inventory (dirt > cobblestone >
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// stone > netherrack > anything solid).
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// 2. Equip it.
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// 3. Look straight down.
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// 4. Loop up to MAX_PILLAR steps:
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// - Jump (control:on then off after delay).
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// - In the jump apex, place block on the block below the bot.
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// - Land on the new block.
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// - Check we actually rose +1 in Y.
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// - Stop early if we cleared open sky above (yaw test).
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder } = pathfinderPkg;
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import { info, warn } from "../log.js";
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const PILLAR_PREFERENCE = [
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"dirt", "cobblestone", "stone", "andesite", "diorite", "granite",
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"cobbled_deepslate", "deepslate", "sand", "gravel",
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"oak_planks", "spruce_planks", "birch_planks", "dark_oak_planks",
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"jungle_planks", "acacia_planks", "mangrove_planks", "cherry_planks",
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"netherrack",
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];
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let pathfinderLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pathfinderLoaded.has(bot)) return;
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try { bot.loadPlugin(pathfinder); pathfinderLoaded.add(bot); } catch {}
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}
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function pickPillarBlock(bot) {
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const items = bot.inventory?.items?.() ?? [];
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for (const name of PILLAR_PREFERENCE) {
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const found = items.find((i) => i.name === name && i.count > 0);
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if (found) return found;
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}
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// Fallback: any block that looks placeable (has _block suffix or known names).
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const fallback = items.find((i) =>
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/^(.*_planks|.*_log|.*_wool|cobble|netherrack|stone|dirt|sand|gravel|terracotta|wood)$/i.test(i.name),
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);
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return fallback ?? null;
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}
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function sleep(ms) {
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return new Promise((resolve) => setTimeout(resolve, ms));
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}
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async function placeBlockAtFeet(bot) {
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// Find the block directly below the bot (referenceBlock for placement).
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const pos = bot.entity?.position;
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if (!pos) return { ok: false, reason: "no position" };
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const below = bot.blockAt(pos.offset(0, -1, 0));
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if (!below) return { ok: false, reason: "no block below" };
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if (below.name === "air" || below.name === "cave_air" || below.name === "void_air") {
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// We're already mid-air — can't place on air. Need to land first.
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return { ok: false, reason: "below is air" };
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}
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try {
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// placeBlock direction: place on top face (vec3(0, 1, 0))
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await bot.placeBlock(below, { x: 0, y: 1, z: 0 });
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return { ok: true };
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} catch (e) {
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return { ok: false, reason: e?.message ?? String(e) };
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}
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}
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async function pillarStep(bot) {
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const startY = bot.entity?.position?.y ?? 0;
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// Look straight down so placement reference is correct.
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try { await bot.look(bot.entity.yaw, Math.PI / 2, true); } catch {}
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// Jump — engage control, hold briefly, release. Mineflayer's setControlState
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// handles the jump for us.
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bot.setControlState("jump", true);
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await sleep(80);
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bot.setControlState("jump", false);
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// In the apex (~200-300ms), try to place. Brief wait so we're airborne.
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await sleep(200);
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const place = await placeBlockAtFeet(bot);
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if (!place.ok) {
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// Likely either still on ground or in air — retry once with longer wait.
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await sleep(150);
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const retry = await placeBlockAtFeet(bot);
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if (!retry.ok) return { ok: false, reason: retry.reason };
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}
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// Wait for the bot to settle on the new block.
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await sleep(400);
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const endY = bot.entity?.position?.y ?? startY;
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const climbed = endY - startY;
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return { ok: climbed >= 0.5, climbed };
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}
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function inPit(bot) {
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// Heuristic "we're in a pit": there's a solid block within 3 blocks
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// in at least 2 of the 4 cardinal directions at head height.
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const pos = bot.entity?.position;
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if (!pos) return false;
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const head = pos.offset(0, 1, 0);
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let walls = 0;
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for (const [dx, dz] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) {
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for (let r = 1; r <= 2; r++) {
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const b = bot.blockAt?.(head.offset(dx * r, 0, dz * r));
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if (b && b.name !== "air" && b.name !== "cave_air") {
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walls += 1;
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break;
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}
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}
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}
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return walls >= 2;
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}
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export const skill = Object.freeze({
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id: "survive.pillar-up",
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title: "Pillar up to escape a pit",
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timeoutMs: 45_000,
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preconditions(ctx) {
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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const block = pickPillarBlock(ctx.bot);
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if (!block) {
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return { ok: false, code: "missing_material", detail: "no placeable block in inventory (dirt/cobble/planks/etc.)" };
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}
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return { ok: true };
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},
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async execute(ctx, args = {}) {
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const bot = ctx.bot;
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ensurePathfinder(bot);
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// Stop any active pathing so we control movement.
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try { bot.pathfinder?.setGoal?.(null); } catch {}
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// Pick + equip a pillar block.
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const block = pickPillarBlock(bot);
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if (!block) {
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return { ok: false, code: "missing_material", detail: "no placeable block", worldDelta: null };
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}
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try {
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await bot.equip(block, "hand");
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} catch (e) {
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return { ok: false, code: "failed", detail: `equip failed: ${e?.message ?? e}`, worldDelta: null };
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}
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info("action", `pillar-up: using ${block.name} (x${block.count}) to climb`);
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const maxSteps = Math.max(2, Math.min(args?.maxSteps ?? 8, 16));
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const startY = bot.entity?.position?.y ?? 0;
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let placed = 0;
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let lastReason = null;
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for (let i = 0; i < maxSteps; i++) {
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const step = await pillarStep(bot);
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if (step.ok) {
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placed += 1;
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const inv = bot.inventory?.items?.().find((it) => it.type === block.type);
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if (!inv || inv.count <= 0) {
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info("action", `pillar-up: out of ${block.name} after ${placed} steps`);
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break;
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}
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} else {
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lastReason = step.reason;
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warn("action", `pillar-up: step ${i + 1} failed (${step.reason})`);
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// Retry a couple times before giving up — placement timing is finicky.
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if (i < 2) continue;
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break;
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}
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}
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try { bot.setControlState("jump", false); } catch {}
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const endY = bot.entity?.position?.y ?? startY;
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const climbed = endY - startY;
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const stillPit = inPit(bot);
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if (placed === 0) {
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return {
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ok: false,
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code: "no_progress",
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detail: lastReason ?? "could not place any blocks",
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worldDelta: null,
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};
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}
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if (stillPit && climbed < 2) {
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return {
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ok: false,
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code: "still_pitted",
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detail: { placed, climbed, lastReason },
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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: { placed, climbed, blockType: block.name },
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worldDelta: { climbedY: climbed, mode: "pillar-up" },
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};
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},
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validate(ctx, result) {
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return result.ok && (result.worldDelta?.climbedY ?? 0) >= 1;
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},
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recover(ctx, result) {
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if (result.code === "missing_material") {
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return { hint: "wander", reason: "no pillar block; need to gather dirt or cobble" };
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}
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if (result.code === "still_pitted") {
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return { hint: "wander", reason: "pillar-up didn't escape; try tunnel-out next" };
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}
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return null;
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},
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});
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// Test exports
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export const __testing = { pickPillarBlock, inPit, PILLAR_PREFERENCE };
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