v0.4.0 vNext — closed-loop world model + settlement contract (#29)
* feat(v0.4.0): vNext — closed-loop world model + settlement contract
Implements the vNext architecture from the research doc: demote the noisy
multi-rail planner in favour of a closed loop (world truth → invariant check)
plus a single utility-driven goal authority.
L1 services (fix no_drop / silent pathfinder hang first):
- InventoryLedger: diff-based "did I actually get it" verifier; acquire-food
now confirms via ledger.gainedSince instead of the unreliable count/event.
- MotionService.gotoSafe: wall-clock timeout + progress watchdog +
path_update(noPath/timeout) → structured {reached|stuck|timeout|nopath}.
L3 plan — unify the three competing rails (curriculum/manifesto/storyline):
- Settlement Contract: ordered M0–M9 milestones, each invariant-checked
against an authoritative world view (early steps delegate to the proven
curriculum; late game adds farming).
- InvariantChecker + predicate library; GoalManager selects the lowest unmet
milestone via utility argmax (food-urgency preempts, DEPS-style).
- Wired into the scheduler: bot.js precomputes snapshot.contract; reflex.js
consumes it in place of the storyline rail. Manifesto L0 still preempts.
Eval + robustness:
- Village Score (single 0..1 metric) on the snapshot + TUI "build" line.
- survive.dig-in skill + dusk_dig_in mode (exposed at night, no bed → cover).
- approach_block helper (GoalNear + lookAt, avoids GoalLookAtBlock #341).
+28 new tests (450 total green). LLM remains entirely off the tick path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.4.0): finish vNext plan — anti-loop, skill-graph, worldDelta diff, flee→motion
Completes the remaining v0.4.0 plan items and one fix motivated by a live
in-game observation (flee hanging 30s against a persistent zombie).
- flee → MotionService.gotoSafe: structured {stuck|timeout|nopath} in ~4s with
a blind-retreat fallback, instead of the observed 30s pathfinder hang + 3
watchdog replans. Movements setup guarded so it is unit-testable.
- QW5 anti-loop (runtime/anti-loop.js): same skill failing >=3x in 5min →
30min blacklist (reflex shouldSkip) + one-shot improvement_request
(bot.js drainFired -> writeProposal).
- 4.1 closed-loop worldDelta: runSkill snapshots inventory before execute and
attaches the real delta (_invObserved) to every successful result; opt-in
skill.expectGain asserts the claimed gain or returns world_unchanged.
- 3.6 skill-graph (Plan4MC): declarative requires/produces for ~20 skills;
prerequisitesMet/canRun/runnableFrontier; GoalManager annotates suggestions
with blockedBy when prereqs are unmet.
+22 tests (472 total green). Live smoke confirmed dig-in works and no new
errors; flee loop is what this commit's flee migration addresses.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
---------
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
This commit was merged in pull request #29.
This commit is contained in:
@@ -138,3 +138,28 @@ registerMode({
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return { action: { skillId: "survive.sleep" }, detail: { reason: "night with bed in hand" } };
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},
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});
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// QW8 — displaced at night with no bed: dig in for cover instead of standing
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// in the open getting shot. Fires only when night_shelter can't (no bed) and
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// no hostile is already in melee (self_preservation owns that). Requires a
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// placeable cap block; survive.dig-in's preconditions enforce dig safety.
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registerMode({
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name: "dusk_dig_in",
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description: "Night, no bed, exposed → dig a hole and cap it",
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interrupts: ["curriculum"],
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update(ctx) {
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const snap = ctx?.snapshot;
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if (!snap || snap.isDay !== false) return null; // only on explicit night
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if (ctx.modeCooldown?.dusk_dig_in && Date.now() < ctx.modeCooldown.dusk_dig_in) return null;
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const inv = snap.inventory || {};
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if (Object.keys(inv).some((n) => /_bed$/.test(n))) return null; // night_shelter handles beds
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// Only when actually exposed at night and away from a known shelter.
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const sheltered = !!snap.locations?.shelter || snap.hazards?.headBlock && snap.hazards.headBlock !== "air";
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if (sheltered) return null;
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const hasCap = Object.keys(inv).some((n) => /(_planks|_log|cobble|stone|dirt|sand|gravel|netherrack)$/i.test(n));
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if (!hasCap) return null;
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ctx.modeCooldown = ctx.modeCooldown ?? {};
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ctx.modeCooldown.dusk_dig_in = Date.now() + 60_000;
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return { action: { skillId: "survive.dig-in" }, detail: { reason: "exposed at night, no bed" } };
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},
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});
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