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
View File
@@ -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) {