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>
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@@ -17,6 +17,7 @@
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import { SETTLEMENT_CONTRACT } from "./contract.js";
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import { checkInvariants, worldFromSnapshot } from "./invariants.js";
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import { prerequisitesMet } from "./skill-graph.js";
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export function createGoalManager({ contract = SETTLEMENT_CONTRACT } = {}) {
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// Evaluate every milestone; returns the per-milestone invariant status plus
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@@ -57,6 +58,14 @@ export function createGoalManager({ contract = SETTLEMENT_CONTRACT } = {}) {
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suggestedSkill = null;
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}
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// Annotate the suggestion with skill-graph prerequisite status (Plan4MC).
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// Observability + a guard surface: if prereqs are unmet the curriculum
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// chain should already be steering toward them, but we expose the gap.
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if (suggestedSkill?.skillId) {
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const pre = prerequisitesMet(suggestedSkill.skillId, world);
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if (!pre.ok) suggestedSkill = { ...suggestedSkill, blockedBy: pre.missing };
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}
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const reason = current.urgency > 0 && current.index > unmet[0].index
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? `urgent:${current.id}(${current.urgency}) preempts ${unmet[0].id}`
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: `lowest unmet: ${current.id}`;
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