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:
2026-05-28 11:20:52 +03:00
co-authored by Claude Opus 4.7
parent 2a6cc0cdb1
commit c963ab3ecb
13 changed files with 575 additions and 26 deletions
+4 -2
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@@ -39,7 +39,7 @@ export const skill = Object.freeze({
async execute(ctx, args = {}) {
const hit = nearestHostile(ctx.bot, args);
if (!hit) return { ok: false, code: "no_hostile", detail: "no matching hostile after precondition", worldDelta: null };
const res = await fleeFrom(ctx.bot, hit.entity, args.distance ?? 16);
const res = await fleeFrom(ctx.bot, hit.entity, args.distance ?? 16, { motion: ctx.motion, blindMs: args.blindMs });
if (res.ok) {
return {
ok: true,
@@ -48,8 +48,10 @@ export const skill = Object.freeze({
worldDelta: { fledTo: res.detail?.to ?? null },
};
}
// Prefer the structured code from MotionService (stuck/timeout/nopath);
// fall back to string-sniffing the legacy path's message.
const msg = String(res.detail ?? "");
const code = msg.includes("timed out") ? "timeout" : "failed";
const code = res.code ?? (msg.includes("timed out") ? "timeout" : "failed");
return { ok: false, code, detail: res.detail, worldDelta: null };
},
recover(ctx, result) {
+62
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@@ -0,0 +1,62 @@
import { test } from "node:test";
import assert from "node:assert/strict";
import { skill } from "./flee.js";
function vec(x, y, z) {
return {
x, y, z,
clone() { return vec(x, y, z); },
distanceTo(o) { return Math.hypot(x - o.x, y - o.y, z - o.z); },
offset(dx, dy, dz) { return vec(x + dx, y + dy, z + dz); },
};
}
function fakeBot({ moveOnForward = 0 } = {}) {
const bot = {
entity: { position: vec(0, 64, 0), yaw: 0 },
entities: { z1: { name: "zombie", position: vec(2, 64, 0) } },
loadPlugin() {},
pathfinder: { goto: () => new Promise(() => {}), stop() {}, setMovements() {} },
setControlState(name, on) {
if (name === "forward" && on && moveOnForward) {
bot.entity.position = vec(moveOnForward, 64, 0);
}
},
async look() {},
};
return bot;
}
test("flee returns done when motion reaches the retreat point", async () => {
const bot = fakeBot();
const ctx = { bot, motion: { gotoSafe: async () => ({ ok: true, code: "reached", movedBlocks: 16 }) } };
const res = await skill.execute(ctx, {});
assert.equal(res.ok, true);
assert.equal(res.code, "done");
assert.ok(res.worldDelta.fledTo);
});
test("flee falls back to blind retreat and succeeds when it moves far enough", async () => {
const bot = fakeBot({ moveOnForward: 8 });
const ctx = { bot, motion: { gotoSafe: async () => ({ ok: false, code: "stuck", movedBlocks: 0 }) } };
const res = await skill.execute(ctx, { blindMs: 20 });
assert.equal(res.ok, true);
assert.equal(res.detail.mode, "blind-retreat");
});
test("flee surfaces the structured motion code when stuck and blind retreat fails", async () => {
const bot = fakeBot({ moveOnForward: 0 }); // never moves
const ctx = { bot, motion: { gotoSafe: async () => ({ ok: false, code: "stuck", movedBlocks: 0 }) } };
const res = await skill.execute(ctx, { blindMs: 20 });
assert.equal(res.ok, false);
assert.equal(res.code, "stuck");
});
test("flee precondition fails with no hostile", () => {
const bot = fakeBot();
bot.entities = {};
const pre = skill.preconditions({ bot }, {});
assert.equal(pre.ok, false);
assert.equal(pre.code, "no_hostile");
});
+43
View File
@@ -130,6 +130,18 @@ export const RUNNER_CODES = Object.freeze({
DONE: "done",
});
// Signed inventory diff between two count Maps (from InventoryLedger.mark/
// snapshot). Used to attach the real world change to a skill result.
function invDiff(before, after) {
const out = {};
const names = new Set([...(before?.keys?.() ?? []), ...(after?.keys?.() ?? [])]);
for (const n of names) {
const d = (after?.get?.(n) ?? 0) - (before?.get?.(n) ?? 0);
if (d !== 0) out[n] = d;
}
return out;
}
function normaliseResult(res, fallbackCode) {
const ok = !!res?.ok;
return {
@@ -222,6 +234,12 @@ export async function runSkill(id, ctx, args = {}) {
return result;
}
// WorldDelta diff layer (research §TL;DR): snapshot the inventory before
// execute so we can attach the REAL inventory change to the result and,
// for skills that opt in via `expectGain`, assert the claimed gain actually
// happened instead of trusting the skill's own bookkeeping.
const ledgerBefore = ctx?.ledger?.mark?.() ?? null;
const timeoutMs = skill.timeoutMs ?? 30_000;
let raw;
try {
@@ -277,6 +295,31 @@ export async function runSkill(id, ctx, args = {}) {
return failed;
}
}
// Closed loop: compare the inventory now vs the pre-execute baseline.
if (result.ok && ledgerBefore && ctx?.ledger) {
try { if (ctx.bot) ctx.ledger.update(ctx.bot); } catch {}
const observed = invDiff(ledgerBefore, ctx.ledger.snapshot());
if (Object.keys(observed).length > 0) {
result.worldDelta = { ...(result.worldDelta ?? {}), _invObserved: observed };
}
// Opt-in strict check: the world must show the claimed gain.
if (skill.expectGain) {
const gain = ctx.ledger.gainedSince(ledgerBefore, skill.expectGain.matcher);
if (gain < (skill.expectGain.min ?? 1)) {
const failed = {
ok: false,
code: "world_unchanged",
detail: `${id} reported ok but ${skill.expectGain.label ?? "expected items"} did not increase (gain ${gain})`,
worldDelta: result.worldDelta,
};
if (typeof skill.recover === "function") {
try { failed.recovery = skill.recover(ctx, failed) ?? null; } catch {}
}
return failed;
}
}
}
if (!result.ok && typeof skill.recover === "function") {
try {
result.recovery = skill.recover(ctx, result) ?? null;
+77
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@@ -0,0 +1,77 @@
import { test } from "node:test";
import assert from "node:assert/strict";
import { runSkill, _registerForTest } from "./index.js";
import { createInventoryLedger } from "../services/inventory-ledger.js";
function botWithMutableInv(initial) {
let inv = initial;
return {
bot: { inventory: { items: () => inv } },
set(next) { inv = next; },
};
}
test("expectGain passes and attaches the observed inventory delta", async () => {
const m = botWithMutableInv([{ name: "cobblestone", count: 0 }]);
const ledger = createInventoryLedger();
ledger.update(m.bot);
const teardown = _registerForTest({
id: "test.mine-ok",
title: "t", timeoutMs: 1000,
preconditions: () => ({ ok: true }),
execute: async () => { m.set([{ name: "cobblestone", count: 5 }]); return { ok: true, code: "done", worldDelta: {} }; },
expectGain: { matcher: "cobblestone", min: 1, label: "cobblestone" },
});
const res = await runSkill("test.mine-ok", { bot: m.bot, ledger });
teardown();
assert.equal(res.ok, true);
assert.equal(res.worldDelta._invObserved.cobblestone, 5);
});
test("expectGain fails with world_unchanged when the world did not move", async () => {
const m = botWithMutableInv([{ name: "cobblestone", count: 0 }]);
const ledger = createInventoryLedger();
ledger.update(m.bot);
const teardown = _registerForTest({
id: "test.mine-liar",
title: "t", timeoutMs: 1000,
preconditions: () => ({ ok: true }),
execute: async () => ({ ok: true, code: "done", worldDelta: {} }), // claims ok, gains nothing
expectGain: { matcher: "cobblestone", min: 1, label: "cobblestone" },
});
const res = await runSkill("test.mine-liar", { bot: m.bot, ledger });
teardown();
assert.equal(res.ok, false);
assert.equal(res.code, "world_unchanged");
});
test("no ledger in ctx → no validation, skill passes untouched", async () => {
const teardown = _registerForTest({
id: "test.no-ledger",
title: "t", timeoutMs: 1000,
preconditions: () => ({ ok: true }),
execute: async () => ({ ok: true, code: "done", worldDelta: { foo: 1 } }),
expectGain: { matcher: "diamond", min: 1 },
});
const res = await runSkill("test.no-ledger", { bot: { inventory: { items: () => [] } } });
teardown();
assert.equal(res.ok, true);
assert.equal(res.worldDelta.foo, 1);
});
test("observed delta is attached even without expectGain", async () => {
const m = botWithMutableInv([{ name: "oak_log", count: 2 }]);
const ledger = createInventoryLedger();
ledger.update(m.bot);
const teardown = _registerForTest({
id: "test.observe-only",
title: "t", timeoutMs: 1000,
preconditions: () => ({ ok: true }),
execute: async () => { m.set([{ name: "oak_log", count: 6 }]); return { ok: true, code: "done", worldDelta: null }; },
});
const res = await runSkill("test.observe-only", { bot: m.bot, ledger });
teardown();
assert.equal(res.ok, true);
assert.equal(res.worldDelta._invObserved.oak_log, 4);
});