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>
This commit is contained in:
@@ -39,7 +39,7 @@ export const skill = Object.freeze({
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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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const res = await fleeFrom(ctx.bot, hit.entity, args.distance ?? 16, { motion: ctx.motion, blindMs: args.blindMs });
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if (res.ok) {
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return {
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ok: true,
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@@ -48,8 +48,10 @@ export const skill = Object.freeze({
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worldDelta: { fledTo: res.detail?.to ?? null },
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};
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}
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// Prefer the structured code from MotionService (stuck/timeout/nopath);
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// fall back to string-sniffing the legacy path's message.
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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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const code = res.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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@@ -0,0 +1,62 @@
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import { test } from "node:test";
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import assert from "node:assert/strict";
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import { skill } from "./flee.js";
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function vec(x, y, z) {
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return {
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x, y, z,
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clone() { return vec(x, y, z); },
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distanceTo(o) { return Math.hypot(x - o.x, y - o.y, z - o.z); },
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offset(dx, dy, dz) { return vec(x + dx, y + dy, z + dz); },
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};
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}
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function fakeBot({ moveOnForward = 0 } = {}) {
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const bot = {
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entity: { position: vec(0, 64, 0), yaw: 0 },
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entities: { z1: { name: "zombie", position: vec(2, 64, 0) } },
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loadPlugin() {},
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pathfinder: { goto: () => new Promise(() => {}), stop() {}, setMovements() {} },
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setControlState(name, on) {
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if (name === "forward" && on && moveOnForward) {
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bot.entity.position = vec(moveOnForward, 64, 0);
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}
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},
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async look() {},
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};
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return bot;
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}
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test("flee returns done when motion reaches the retreat point", async () => {
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const bot = fakeBot();
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const ctx = { bot, motion: { gotoSafe: async () => ({ ok: true, code: "reached", movedBlocks: 16 }) } };
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const res = await skill.execute(ctx, {});
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assert.equal(res.ok, true);
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assert.equal(res.code, "done");
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assert.ok(res.worldDelta.fledTo);
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});
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test("flee falls back to blind retreat and succeeds when it moves far enough", async () => {
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const bot = fakeBot({ moveOnForward: 8 });
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const ctx = { bot, motion: { gotoSafe: async () => ({ ok: false, code: "stuck", movedBlocks: 0 }) } };
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const res = await skill.execute(ctx, { blindMs: 20 });
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assert.equal(res.ok, true);
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assert.equal(res.detail.mode, "blind-retreat");
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});
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test("flee surfaces the structured motion code when stuck and blind retreat fails", async () => {
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const bot = fakeBot({ moveOnForward: 0 }); // never moves
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const ctx = { bot, motion: { gotoSafe: async () => ({ ok: false, code: "stuck", movedBlocks: 0 }) } };
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const res = await skill.execute(ctx, { blindMs: 20 });
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assert.equal(res.ok, false);
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assert.equal(res.code, "stuck");
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});
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test("flee precondition fails with no hostile", () => {
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const bot = fakeBot();
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bot.entities = {};
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const pre = skill.preconditions({ bot }, {});
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assert.equal(pre.ok, false);
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assert.equal(pre.code, "no_hostile");
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});
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@@ -130,6 +130,18 @@ export const RUNNER_CODES = Object.freeze({
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DONE: "done",
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});
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// Signed inventory diff between two count Maps (from InventoryLedger.mark/
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// snapshot). Used to attach the real world change to a skill result.
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function invDiff(before, after) {
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const out = {};
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const names = new Set([...(before?.keys?.() ?? []), ...(after?.keys?.() ?? [])]);
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for (const n of names) {
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const d = (after?.get?.(n) ?? 0) - (before?.get?.(n) ?? 0);
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if (d !== 0) out[n] = d;
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}
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return out;
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}
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function normaliseResult(res, fallbackCode) {
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const ok = !!res?.ok;
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return {
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@@ -222,6 +234,12 @@ export async function runSkill(id, ctx, args = {}) {
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return result;
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}
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// WorldDelta diff layer (research §TL;DR): snapshot the inventory before
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// execute so we can attach the REAL inventory change to the result and,
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// for skills that opt in via `expectGain`, assert the claimed gain actually
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// happened instead of trusting the skill's own bookkeeping.
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const ledgerBefore = ctx?.ledger?.mark?.() ?? null;
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const timeoutMs = skill.timeoutMs ?? 30_000;
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let raw;
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try {
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@@ -277,6 +295,31 @@ export async function runSkill(id, ctx, args = {}) {
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return failed;
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}
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}
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// Closed loop: compare the inventory now vs the pre-execute baseline.
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if (result.ok && ledgerBefore && ctx?.ledger) {
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try { if (ctx.bot) ctx.ledger.update(ctx.bot); } catch {}
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const observed = invDiff(ledgerBefore, ctx.ledger.snapshot());
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if (Object.keys(observed).length > 0) {
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result.worldDelta = { ...(result.worldDelta ?? {}), _invObserved: observed };
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}
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// Opt-in strict check: the world must show the claimed gain.
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if (skill.expectGain) {
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const gain = ctx.ledger.gainedSince(ledgerBefore, skill.expectGain.matcher);
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if (gain < (skill.expectGain.min ?? 1)) {
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const failed = {
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ok: false,
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code: "world_unchanged",
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detail: `${id} reported ok but ${skill.expectGain.label ?? "expected items"} did not increase (gain ${gain})`,
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worldDelta: result.worldDelta,
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};
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if (typeof skill.recover === "function") {
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try { failed.recovery = skill.recover(ctx, failed) ?? null; } catch {}
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}
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return failed;
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}
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}
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}
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if (!result.ok && typeof skill.recover === "function") {
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try {
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result.recovery = skill.recover(ctx, result) ?? null;
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@@ -0,0 +1,77 @@
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import { test } from "node:test";
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import assert from "node:assert/strict";
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import { runSkill, _registerForTest } from "./index.js";
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import { createInventoryLedger } from "../services/inventory-ledger.js";
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function botWithMutableInv(initial) {
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let inv = initial;
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return {
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bot: { inventory: { items: () => inv } },
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set(next) { inv = next; },
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};
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}
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test("expectGain passes and attaches the observed inventory delta", async () => {
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const m = botWithMutableInv([{ name: "cobblestone", count: 0 }]);
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const ledger = createInventoryLedger();
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ledger.update(m.bot);
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const teardown = _registerForTest({
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id: "test.mine-ok",
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title: "t", timeoutMs: 1000,
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preconditions: () => ({ ok: true }),
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execute: async () => { m.set([{ name: "cobblestone", count: 5 }]); return { ok: true, code: "done", worldDelta: {} }; },
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expectGain: { matcher: "cobblestone", min: 1, label: "cobblestone" },
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});
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const res = await runSkill("test.mine-ok", { bot: m.bot, ledger });
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teardown();
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assert.equal(res.ok, true);
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assert.equal(res.worldDelta._invObserved.cobblestone, 5);
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});
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test("expectGain fails with world_unchanged when the world did not move", async () => {
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const m = botWithMutableInv([{ name: "cobblestone", count: 0 }]);
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const ledger = createInventoryLedger();
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ledger.update(m.bot);
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const teardown = _registerForTest({
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id: "test.mine-liar",
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title: "t", timeoutMs: 1000,
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preconditions: () => ({ ok: true }),
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execute: async () => ({ ok: true, code: "done", worldDelta: {} }), // claims ok, gains nothing
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expectGain: { matcher: "cobblestone", min: 1, label: "cobblestone" },
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});
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const res = await runSkill("test.mine-liar", { bot: m.bot, ledger });
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teardown();
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assert.equal(res.ok, false);
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assert.equal(res.code, "world_unchanged");
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});
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test("no ledger in ctx → no validation, skill passes untouched", async () => {
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const teardown = _registerForTest({
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id: "test.no-ledger",
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title: "t", timeoutMs: 1000,
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preconditions: () => ({ ok: true }),
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execute: async () => ({ ok: true, code: "done", worldDelta: { foo: 1 } }),
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expectGain: { matcher: "diamond", min: 1 },
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});
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const res = await runSkill("test.no-ledger", { bot: { inventory: { items: () => [] } } });
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teardown();
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assert.equal(res.ok, true);
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assert.equal(res.worldDelta.foo, 1);
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});
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test("observed delta is attached even without expectGain", async () => {
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const m = botWithMutableInv([{ name: "oak_log", count: 2 }]);
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const ledger = createInventoryLedger();
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ledger.update(m.bot);
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const teardown = _registerForTest({
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id: "test.observe-only",
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title: "t", timeoutMs: 1000,
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preconditions: () => ({ ok: true }),
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execute: async () => { m.set([{ name: "oak_log", count: 6 }]); return { ok: true, code: "done", worldDelta: null }; },
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});
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const res = await runSkill("test.observe-only", { bot: m.bot, ledger });
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teardown();
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assert.equal(res.ok, true);
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assert.equal(res.worldDelta._invObserved.oak_log, 4);
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});
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