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:
+1
-1
@@ -17,7 +17,7 @@
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"tui:legacy": "tsx tui/tui.tsx",
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"tui:legacy": "tsx tui/tui.tsx",
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"propose:apply": "node scripts/propose-apply.js",
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"propose:apply": "node scripts/propose-apply.js",
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"stop": "bash scripts/stop.sh",
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"stop": "bash scripts/stop.sh",
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"test": "node --test runtime/skills/contract.test.js runtime/skills/groups.test.js runtime/skills/compat.test.js runtime/skills/recovery-tunnel-out.test.js runtime/skills/pillar-up.test.js runtime/skills/dig-in.test.js runtime/skills/_common.test.js runtime/curriculum.test.js runtime/social/social.test.js runtime/social/conversation.test.js runtime/social/chat-history.test.js runtime/social/reply-pi.test.js runtime/stuck-incident.test.js runtime/compat.test.js runtime/reflex.test.js runtime/base-site.test.js runtime/locations.test.js runtime/watch-filter.test.js runtime/world-journal.test.js runtime/scenario-memory.test.js runtime/critic.test.js runtime/skill-library.test.js runtime/skill-registry.test.js runtime/modes.test.js runtime/pathfinder-watchdog.test.js runtime/services/inventory-ledger.test.js runtime/services/motion.test.js runtime/manifesto/needs.test.js runtime/manifesto/state.test.js runtime/goal/storyline.test.js runtime/goal/goal-manager.test.js runtime/goal/village-score.test.js runtime/awareness/events.test.js runtime/awareness/wedge-detector.test.js runtime/biome-affordances.test.js runtime/knowledge/knowledge.test.js runtime/llm/provider.test.js runtime/coach/postmortem.test.js runtime/coach/advice.test.js runtime/coach/reflect.test.js runtime/coach/fast-advisor.test.js runtime/coach/advisor-trigger.test.js runtime/coach/trigger-tuner.test.js runtime/persona/chatter.test.js scripts/edit-scope.test.js scripts/lint-patch.test.js"
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"test": "node --test runtime/skills/contract.test.js runtime/skills/groups.test.js runtime/skills/compat.test.js runtime/skills/recovery-tunnel-out.test.js runtime/skills/pillar-up.test.js runtime/skills/dig-in.test.js runtime/skills/_common.test.js runtime/skills/flee.test.js runtime/skills/worlddelta.test.js runtime/curriculum.test.js runtime/social/social.test.js runtime/social/conversation.test.js runtime/social/chat-history.test.js runtime/social/reply-pi.test.js runtime/stuck-incident.test.js runtime/compat.test.js runtime/reflex.test.js runtime/base-site.test.js runtime/locations.test.js runtime/watch-filter.test.js runtime/world-journal.test.js runtime/scenario-memory.test.js runtime/critic.test.js runtime/skill-library.test.js runtime/skill-registry.test.js runtime/modes.test.js runtime/pathfinder-watchdog.test.js runtime/anti-loop.test.js runtime/services/inventory-ledger.test.js runtime/services/motion.test.js runtime/manifesto/needs.test.js runtime/manifesto/state.test.js runtime/goal/storyline.test.js runtime/goal/goal-manager.test.js runtime/goal/village-score.test.js runtime/goal/skill-graph.test.js runtime/awareness/events.test.js runtime/awareness/wedge-detector.test.js runtime/biome-affordances.test.js runtime/knowledge/knowledge.test.js runtime/llm/provider.test.js runtime/coach/postmortem.test.js runtime/coach/advice.test.js runtime/coach/reflect.test.js runtime/coach/fast-advisor.test.js runtime/coach/advisor-trigger.test.js runtime/coach/trigger-tuner.test.js runtime/persona/chatter.test.js scripts/edit-scope.test.js scripts/lint-patch.test.js"
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},
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},
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"dependencies": {
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"dependencies": {
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"better-sqlite3": "^11.10.0",
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"better-sqlite3": "^11.10.0",
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+58
-23
@@ -143,7 +143,30 @@ export async function attackNearest(bot, hostileType) {
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// ---- flee ------------------------------------------------------------------
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// ---- flee ------------------------------------------------------------------
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export async function fleeFrom(bot, fromEntity, distance = 16) {
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async function blindRetreat(bot, dirYaw, blindMs = 7_000) {
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const before = bot.entity.position.clone?.() ?? { ...bot.entity.position };
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try { bot.pathfinder?.stop?.(); } catch {}
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try { await bot.look(dirYaw, 0, true); } catch {}
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bot.setControlState("forward", true);
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bot.setControlState("jump", true);
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try {
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await new Promise((r) => setTimeout(r, blindMs));
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} finally {
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bot.setControlState("forward", false);
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bot.setControlState("jump", false);
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}
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const after = bot.entity.position;
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const moved = Math.hypot(after.x - before.x, after.z - before.z);
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return { moved, after };
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}
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// v0.4.0 — when a MotionService is supplied (opts.motion), retreat via
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// gotoSafe: a 12s wall-clock with a 4s progress watchdog returns a STRUCTURED
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// {stuck|timeout|nopath} fast instead of hanging the full 30s that we observed
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// live (zombie pinning the bot, every flee timing out, watchdog burning 3
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// replans). On any non-reached result we fall straight through to the blind
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// retreat. Callers without a motion service keep the legacy 30s path.
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export async function fleeFrom(bot, fromEntity, distance = 16, opts = {}) {
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ensurePathfinder(bot);
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ensurePathfinder(bot);
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const from = fromEntity?.position ?? bot.entity.position;
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const from = fromEntity?.position ?? bot.entity.position;
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const here = bot.entity.position;
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const here = bot.entity.position;
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@@ -154,50 +177,62 @@ export async function fleeFrom(bot, fromEntity, distance = 16) {
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const tx = Math.round(here.x + (dx / len) * distance);
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const tx = Math.round(here.x + (dx / len) * distance);
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const tz = Math.round(here.z + (dz / len) * distance);
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const tz = Math.round(here.z + (dz / len) * distance);
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const ty = Math.round(here.y);
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const ty = Math.round(here.y);
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const dirYaw = -Math.atan2(dx / len, dz / len);
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const blindMs = opts.blindMs ?? 7_000;
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info("action", `flee: from=${fromEntity?.name ?? "?"} → ${tx},${ty},${tz}`);
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info("action", `flee: from=${fromEntity?.name ?? "?"} → ${tx},${ty},${tz}`);
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// canDig:true here is deliberate — without it the bot gets permanently
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// canDig:true here is deliberate — without it the bot gets permanently
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// stuck in dense tree canopy (observed live: bot perched at Y=85 inside
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// stuck in dense tree canopy (observed live: bot perched at Y=85 inside
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// dark-oak leaves, every flee timed out for hours). We accept the risk of
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// dark-oak leaves, every flee timed out for hours). We accept the risk of
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// chopping through scenery while panicking; it's how a player would react.
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// chopping through scenery while panicking; it's how a player would react.
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const movements = new Movements(bot);
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try {
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movements.canDig = true;
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const movements = new Movements(bot);
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movements.allow1by1towers = false;
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movements.canDig = true;
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bot.pathfinder.setMovements(movements);
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movements.allow1by1towers = false;
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bot.pathfinder.setMovements(movements);
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} catch {
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// fake/registry-less bot (tests) — skip movement tuning
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}
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const goal = new goals.GoalNear(tx, ty, tz, 1);
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if (opts.motion?.gotoSafe) {
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const res = await opts.motion.gotoSafe(goal, {
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timeoutMs: opts.timeoutMs ?? 12_000,
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stuckWindowMs: 4_000,
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stuckDelta: 1.5,
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label: `flee(${fromEntity?.name})`,
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});
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if (res.ok) return { ok: true, detail: { to: { x: tx, y: ty, z: tz }, moved: res.movedBlocks } };
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warn("action", `flee gotoSafe → ${res.code} (moved ${res.movedBlocks}b); blind retreat`);
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const b = await blindRetreat(bot, dirYaw, blindMs);
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if (b.moved >= 4) {
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return { ok: true, detail: { to: { x: Math.round(b.after.x), y: Math.round(b.after.y), z: Math.round(b.after.z) }, mode: "blind-retreat", moved: b.moved } };
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}
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return { ok: false, code: res.code, detail: `flee ${res.code} then blind retreat moved ${b.moved.toFixed(2)}b` };
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}
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try {
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try {
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await withTimeout(
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 1)),
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bot.pathfinder.goto(goal),
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30_000,
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30_000,
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`fleeFrom(${fromEntity?.name})`,
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`fleeFrom(${fromEntity?.name})`,
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);
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);
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return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
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return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
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} catch (e) {
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} catch (e) {
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warn("action", `flee path failed: ${e.message}; trying blind retreat`);
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warn("action", `flee path failed: ${e.message}; trying blind retreat`);
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const before = bot.entity.position.clone?.() ?? { ...bot.entity.position };
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const b = await blindRetreat(bot, dirYaw, blindMs);
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try { bot.pathfinder?.stop?.(); } catch {}
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if (b.moved >= 4) {
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try { await bot.look(-Math.atan2(dx / len, dz / len), 0, true); } catch {}
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bot.setControlState("forward", true);
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bot.setControlState("jump", true);
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try {
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await new Promise((r) => setTimeout(r, 7_000));
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} finally {
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bot.setControlState("forward", false);
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bot.setControlState("jump", false);
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}
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const after = bot.entity.position;
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const moved = Math.hypot(after.x - before.x, after.z - before.z);
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if (moved >= 4) {
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return {
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return {
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ok: true,
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ok: true,
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detail: {
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detail: {
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to: { x: Math.round(after.x), y: Math.round(after.y), z: Math.round(after.z) },
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to: { x: Math.round(b.after.x), y: Math.round(b.after.y), z: Math.round(b.after.z) },
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mode: "blind-retreat",
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mode: "blind-retreat",
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moved,
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moved: b.moved,
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},
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},
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};
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};
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}
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}
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warn("action", `flee blind retreat moved only ${moved.toFixed(2)} blocks`);
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warn("action", `flee blind retreat moved only ${b.moved.toFixed(2)} blocks`);
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return { ok: false, detail: e.message };
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return { ok: false, detail: e.message };
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}
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}
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}
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}
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@@ -0,0 +1,70 @@
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// Anti-loop detector (QW5). The scheduler already skips a (skill, situation)
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// that has failed repeatedly (scenario-memory.shouldSkip), but that is keyed on
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// a coarse situation hash and never escalates. This detector closes the loop
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// the research describes: when the SAME skill fails N times inside a short
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// window with no success in between, it (a) blacklists that skill for a cool-off
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// and (b) emits a one-shot "fired" record the runtime turns into an
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// improvement_request — so an operator/Codex gets a ticket instead of the bot
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// silently thrashing (e.g. the live flee↔dig-in loop we observed).
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//
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// Pure + deterministic: inject `now` in tests. No disk, no bot.
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export function createAntiLoop({
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windowMs = 5 * 60_000,
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threshold = 3,
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blacklistMs = 30 * 60_000,
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refireCooldownMs = 30 * 60_000,
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} = {}) {
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const state = new Map(); // key -> { fails: number[], blacklistUntil, lastFiredAt }
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const firedQueue = [];
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function keyOf(skillId, targetKey) {
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return targetKey ? `${skillId}@${targetKey}` : skillId;
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}
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function get(key) {
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let s = state.get(key);
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// lastFiredAt = -Infinity so the FIRST loop always fires (a real epoch
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// `now` minus 0 would otherwise be < refireCooldownMs early in uptime).
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if (!s) { s = { fails: [], blacklistUntil: 0, lastFiredAt: Number.NEGATIVE_INFINITY }; state.set(key, s); }
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return s;
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}
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function record({ skillId, ok, code = null, targetKey = null, detail = null, now = Date.now() }) {
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if (!skillId) return { fired: false };
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const key = keyOf(skillId, targetKey);
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const s = get(key);
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if (ok) { s.fails = []; return { fired: false }; }
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s.fails.push(now);
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s.fails = s.fails.filter((t) => now - t <= windowMs);
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if (s.fails.length >= threshold) {
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s.blacklistUntil = now + blacklistMs;
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const count = s.fails.length;
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s.fails = []; // reset streak so we don't blacklist-spam every further fail
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if (now - s.lastFiredAt >= refireCooldownMs) {
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s.lastFiredAt = now;
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const fired = { key, skillId, targetKey, count, code, detail, ts: now, until: s.blacklistUntil };
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firedQueue.push(fired);
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return { fired: true, ...fired };
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}
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}
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return { fired: false };
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}
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|
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function shouldSkip(skillId, targetKey = null, now = Date.now()) {
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const s = state.get(keyOf(skillId, targetKey));
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return !!s && now < s.blacklistUntil;
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}
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// Returns and clears the queue of newly-fired loops (for improvement_requests).
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function drainFired() {
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|
return firedQueue.splice(0);
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|
}
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|
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function snapshot() {
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|
return { tracked: state.size, pendingFired: firedQueue.length };
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|
}
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|
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return { record, shouldSkip, drainFired, snapshot, _state: () => state };
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|
}
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@@ -0,0 +1,58 @@
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|
import { test } from "node:test";
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|
import assert from "node:assert/strict";
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|
|
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|
import { createAntiLoop } from "./anti-loop.js";
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|
|
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|
test("fires after N failures in the window and blacklists the skill", () => {
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|
const al = createAntiLoop({ windowMs: 60_000, threshold: 3, blacklistMs: 30_000 });
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|
assert.equal(al.record({ skillId: "survive.flee", ok: false, now: 1000 }).fired, false);
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|
assert.equal(al.record({ skillId: "survive.flee", ok: false, now: 2000 }).fired, false);
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|
const third = al.record({ skillId: "survive.flee", ok: false, now: 3000 });
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|
assert.equal(third.fired, true);
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|
assert.equal(third.count, 3);
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|
assert.equal(al.shouldSkip("survive.flee", null, 4000), true);
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|
assert.equal(al.shouldSkip("survive.flee", null, 40_000), false); // blacklist expired
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|
});
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|
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|
test("a success resets the fail streak", () => {
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|
const al = createAntiLoop({ threshold: 3 });
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|
al.record({ skillId: "gather.logs", ok: false, now: 1 });
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|
al.record({ skillId: "gather.logs", ok: false, now: 2 });
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|
al.record({ skillId: "gather.logs", ok: true, now: 3 });
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|
const r = al.record({ skillId: "gather.logs", ok: false, now: 4 });
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|
assert.equal(r.fired, false);
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|
});
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|
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|
test("failures outside the window do not accumulate", () => {
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|
const al = createAntiLoop({ windowMs: 1000, threshold: 3 });
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|
al.record({ skillId: "s", ok: false, now: 0 });
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|
al.record({ skillId: "s", ok: false, now: 500 });
|
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|
const r = al.record({ skillId: "s", ok: false, now: 5000 }); // first two pruned
|
||||||
|
assert.equal(r.fired, false);
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|
});
|
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|
|
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|
test("targetKey separates loops on different targets", () => {
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|
const al = createAntiLoop({ threshold: 2 });
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|
al.record({ skillId: "mine", ok: false, targetKey: "A", now: 1 });
|
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|
const a2 = al.record({ skillId: "mine", ok: false, targetKey: "A", now: 2 });
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|
assert.equal(a2.fired, true);
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|
const b1 = al.record({ skillId: "mine", ok: false, targetKey: "B", now: 3 });
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|
assert.equal(b1.fired, false); // different target, own streak
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|
});
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|
|
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|
test("drainFired returns and clears the queue", () => {
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|
const al = createAntiLoop({ threshold: 2 });
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|
al.record({ skillId: "x", ok: false, now: 1 });
|
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|
al.record({ skillId: "x", ok: false, now: 2 });
|
||||||
|
assert.equal(al.drainFired().length, 1);
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||||||
|
assert.equal(al.drainFired().length, 0);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("refire cooldown prevents immediate re-fire", () => {
|
||||||
|
const al = createAntiLoop({ threshold: 2, blacklistMs: 1000, refireCooldownMs: 100_000 });
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|
al.record({ skillId: "x", ok: false, now: 1 });
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||||||
|
assert.equal(al.record({ skillId: "x", ok: false, now: 2 }).fired, true);
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||||||
|
// after blacklist expires, two more fails — within refire cooldown → no fire
|
||||||
|
al.record({ skillId: "x", ok: false, now: 2000 });
|
||||||
|
assert.equal(al.record({ skillId: "x", ok: false, now: 2100 }).fired, false);
|
||||||
|
});
|
||||||
@@ -59,6 +59,7 @@ import { createScenarioMemory, situationHash } from "./scenario-memory.js";
|
|||||||
import { createOwnedBlocksLedger } from "./owned-blocks.js";
|
import { createOwnedBlocksLedger } from "./owned-blocks.js";
|
||||||
import { createInventoryLedger } from "./services/inventory-ledger.js";
|
import { createInventoryLedger } from "./services/inventory-ledger.js";
|
||||||
import { createMotionService } from "./services/motion.js";
|
import { createMotionService } from "./services/motion.js";
|
||||||
|
import { createAntiLoop } from "./anti-loop.js";
|
||||||
import { initKnowledge } from "./knowledge/index.js";
|
import { initKnowledge } from "./knowledge/index.js";
|
||||||
import { attach as attachCoach } from "./coach/postmortem.js";
|
import { attach as attachCoach } from "./coach/postmortem.js";
|
||||||
import { attach as attachReflect } from "./coach/reflect.js";
|
import { attach as attachReflect } from "./coach/reflect.js";
|
||||||
@@ -109,6 +110,7 @@ const worldJournal = createWorldJournal();
|
|||||||
const scenarioMemory = createScenarioMemory();
|
const scenarioMemory = createScenarioMemory();
|
||||||
const ownedBlocks = createOwnedBlocksLedger();
|
const ownedBlocks = createOwnedBlocksLedger();
|
||||||
const inventoryLedger = createInventoryLedger();
|
const inventoryLedger = createInventoryLedger();
|
||||||
|
const antiLoop = createAntiLoop();
|
||||||
const goalManager = createGoalManager();
|
const goalManager = createGoalManager();
|
||||||
let motionService = null; // armed on spawn (needs a live bot for pathfinder)
|
let motionService = null; // armed on spawn (needs a live bot for pathfinder)
|
||||||
let lastResult = null; // { label, ok, code, detail, ts }
|
let lastResult = null; // { label, ok, code, detail, ts }
|
||||||
@@ -138,6 +140,7 @@ const reflexCtx = {
|
|||||||
metrics: skillMetrics,
|
metrics: skillMetrics,
|
||||||
owned: ownedBlocks,
|
owned: ownedBlocks,
|
||||||
ledger: inventoryLedger,
|
ledger: inventoryLedger,
|
||||||
|
antiLoop,
|
||||||
motion: null, // set on spawn alongside the pathfinder watchdog
|
motion: null, // set on spawn alongside the pathfinder watchdog
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -971,6 +974,40 @@ function tick() {
|
|||||||
void filePostCritique(wedged, "wedged");
|
void filePostCritique(wedged, "wedged");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// QW5 — anti-loop: a skill that failed ≥3× in 5 min is blacklisted by
|
||||||
|
// the detector; here we turn each fired loop into an improvement_request
|
||||||
|
// so the operator/Codex gets a concrete ticket instead of silent thrash.
|
||||||
|
for (const loop of antiLoop.drainFired()) {
|
||||||
|
try {
|
||||||
|
writeProposal({
|
||||||
|
kind: `anti-loop-${loop.skillId}`,
|
||||||
|
summary: `${loop.skillId} looped ${loop.count}× in 5min (last code=${loop.code ?? "?"})`,
|
||||||
|
body: [
|
||||||
|
`# Anti-loop: ${loop.skillId}`,
|
||||||
|
``,
|
||||||
|
`The same skill failed ${loop.count} times within 5 minutes with no success`,
|
||||||
|
`in between, so it has been blacklisted until ${new Date(loop.until).toISOString()}.`,
|
||||||
|
``,
|
||||||
|
`- skill: ${loop.skillId}`,
|
||||||
|
loop.targetKey ? `- target: ${loop.targetKey}` : `- target: (none)`,
|
||||||
|
`- last failure code: ${loop.code ?? "?"}`,
|
||||||
|
`- runtime state: ${lastSnapshot.runtimeState ?? "?"}`,
|
||||||
|
`- no-progress reason: ${lastSnapshot.noProgressReason ?? "?"}`,
|
||||||
|
`- position: ${JSON.stringify(lastSnapshot.position ?? null)}`,
|
||||||
|
`- milestone: ${lastSnapshot.contract?.milestone?.id ?? lastSnapshot.currentMilestone ?? "?"}`,
|
||||||
|
``,
|
||||||
|
`## Suggested fix`,
|
||||||
|
`Either the skill's preconditions are too loose (it keeps being chosen`,
|
||||||
|
`when it cannot succeed here) or it needs a real recovery branch. Inspect`,
|
||||||
|
`runtime/skills/${loop.skillId.split(".").pop()}*.js and the scheduler path.`,
|
||||||
|
].join("\n"),
|
||||||
|
editScope: ["runtime/skills/", "runtime/reflex.js", "runtime/modes.js"],
|
||||||
|
});
|
||||||
|
} catch (e) {
|
||||||
|
warn("anti-loop", `writeProposal failed: ${e?.message ?? e}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
ipc?.broadcast(EVENT_TYPES.STATUS, lastSnapshot);
|
ipc?.broadcast(EVENT_TYPES.STATUS, lastSnapshot);
|
||||||
} else {
|
} else {
|
||||||
lastSnapshot = { connected: false };
|
lastSnapshot = { connected: false };
|
||||||
|
|||||||
@@ -17,6 +17,7 @@
|
|||||||
|
|
||||||
import { SETTLEMENT_CONTRACT } from "./contract.js";
|
import { SETTLEMENT_CONTRACT } from "./contract.js";
|
||||||
import { checkInvariants, worldFromSnapshot } from "./invariants.js";
|
import { checkInvariants, worldFromSnapshot } from "./invariants.js";
|
||||||
|
import { prerequisitesMet } from "./skill-graph.js";
|
||||||
|
|
||||||
export function createGoalManager({ contract = SETTLEMENT_CONTRACT } = {}) {
|
export function createGoalManager({ contract = SETTLEMENT_CONTRACT } = {}) {
|
||||||
// Evaluate every milestone; returns the per-milestone invariant status plus
|
// Evaluate every milestone; returns the per-milestone invariant status plus
|
||||||
@@ -57,6 +58,14 @@ export function createGoalManager({ contract = SETTLEMENT_CONTRACT } = {}) {
|
|||||||
suggestedSkill = null;
|
suggestedSkill = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Annotate the suggestion with skill-graph prerequisite status (Plan4MC).
|
||||||
|
// Observability + a guard surface: if prereqs are unmet the curriculum
|
||||||
|
// chain should already be steering toward them, but we expose the gap.
|
||||||
|
if (suggestedSkill?.skillId) {
|
||||||
|
const pre = prerequisitesMet(suggestedSkill.skillId, world);
|
||||||
|
if (!pre.ok) suggestedSkill = { ...suggestedSkill, blockedBy: pre.missing };
|
||||||
|
}
|
||||||
|
|
||||||
const reason = current.urgency > 0 && current.index > unmet[0].index
|
const reason = current.urgency > 0 && current.index > unmet[0].index
|
||||||
? `urgent:${current.id}(${current.urgency}) preempts ${unmet[0].id}`
|
? `urgent:${current.id}(${current.urgency}) preempts ${unmet[0].id}`
|
||||||
: `lowest unmet: ${current.id}`;
|
: `lowest unmet: ${current.id}`;
|
||||||
|
|||||||
@@ -0,0 +1,89 @@
|
|||||||
|
// Skill dependency graph (Plan4MC-style, research §C). A static, declarative
|
||||||
|
// model of "what does this skill need, what does it produce". The contract
|
||||||
|
// already SEQUENCES the early game via the curriculum, so this graph is the
|
||||||
|
// queryable prerequisite layer on top: the GoalManager annotates each suggested
|
||||||
|
// skill with whether its prerequisites currently hold (surfaced for the TUI and
|
||||||
|
// as a guard against suggesting a skill that physically cannot succeed here).
|
||||||
|
//
|
||||||
|
// Requirement kinds:
|
||||||
|
// { item: <semantic-group|exact>, min } — need N of an item / group
|
||||||
|
// { tool: "pickaxe" | "axe" | "sword" } — need any tier of that tool
|
||||||
|
// Semantic groups: logs (*_log/_stem), planks (*_planks), sticks, cobblestone,
|
||||||
|
// wool (*_wool), coal, bed (*_bed). Anything else is matched as an exact name.
|
||||||
|
|
||||||
|
import { totalMatching, has } from "./invariants.js";
|
||||||
|
|
||||||
|
const GROUP = {
|
||||||
|
logs: (k) => k.endsWith("_log") || k.endsWith("_stem"),
|
||||||
|
planks: (k) => k.endsWith("_planks"),
|
||||||
|
wool: (k) => k.endsWith("_wool"),
|
||||||
|
cobblestone: (k) => k === "cobblestone" || k === "cobbled_deepslate",
|
||||||
|
coal: (k) => k === "coal" || k === "charcoal",
|
||||||
|
};
|
||||||
|
|
||||||
|
const TOOL = {
|
||||||
|
pickaxe: (k) => k.endsWith("_pickaxe"),
|
||||||
|
axe: (k) => k.endsWith("_axe") && !k.endsWith("_pickaxe"),
|
||||||
|
sword: (k) => k.endsWith("_sword"),
|
||||||
|
};
|
||||||
|
|
||||||
|
export const SKILL_GRAPH = Object.freeze({
|
||||||
|
"gather.logs": { requires: [], produces: ["logs"] },
|
||||||
|
"gather.wool": { requires: [], produces: ["wool"] },
|
||||||
|
"gather.stone": { requires: [{ tool: "pickaxe" }], produces: ["cobblestone"] },
|
||||||
|
"craft.planks": { requires: [{ item: "logs", min: 1 }], produces: ["planks"] },
|
||||||
|
"craft.sticks": { requires: [{ item: "planks", min: 2 }], produces: ["stick"] },
|
||||||
|
"craft.wooden-axe": { requires: [{ item: "planks", min: 3 }, { item: "stick", min: 2 }], produces: ["wooden_axe"] },
|
||||||
|
"craft.wooden-pickaxe": { requires: [{ item: "planks", min: 3 }, { item: "stick", min: 2 }], produces: ["wooden_pickaxe"] },
|
||||||
|
"craft.wooden-sword": { requires: [{ item: "planks", min: 2 }, { item: "stick", min: 1 }], produces: ["wooden_sword"] },
|
||||||
|
"craft.stone-axe": { requires: [{ item: "cobblestone", min: 3 }, { item: "stick", min: 2 }], produces: ["stone_axe"] },
|
||||||
|
"craft.stone-pickaxe": { requires: [{ item: "cobblestone", min: 3 }, { item: "stick", min: 2 }], produces: ["stone_pickaxe"] },
|
||||||
|
"craft.stone-sword": { requires: [{ item: "cobblestone", min: 2 }, { item: "stick", min: 1 }], produces: ["stone_sword"] },
|
||||||
|
"craft.furnace": { requires: [{ item: "cobblestone", min: 8 }], produces: ["furnace"] },
|
||||||
|
"craft.chest": { requires: [{ item: "planks", min: 8 }], produces: ["chest"] },
|
||||||
|
"craft.torch": { requires: [{ item: "coal", min: 1 }, { item: "stick", min: 1 }], produces: ["torch"] },
|
||||||
|
"craft.bed": { requires: [{ item: "wool", min: 3 }, { item: "planks", min: 3 }], produces: ["bed"] },
|
||||||
|
"village.choose-base": { requires: [], produces: ["loc:base"] },
|
||||||
|
"village.build-shelter": { requires: [{ item: "planks", min: 1 }], produces: ["loc:shelter"] },
|
||||||
|
"village.place-chest": { requires: [{ item: "chest", min: 1 }], produces: ["loc:chest"] },
|
||||||
|
"farm.wheat": { requires: [], produces: [] },
|
||||||
|
});
|
||||||
|
|
||||||
|
function itemCount(inv, name) {
|
||||||
|
const g = GROUP[name];
|
||||||
|
return g ? totalMatching(inv, g) : (inv?.[name] ?? 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
function hasTool(inv, kind) {
|
||||||
|
const t = TOOL[kind];
|
||||||
|
if (!t) return false;
|
||||||
|
return Object.keys(inv ?? {}).some((k) => t(k) && (inv[k] ?? 0) > 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// { ok, missing: [{ item|tool, min, have }] } for a skill given the world.
|
||||||
|
export function prerequisitesMet(skillId, world) {
|
||||||
|
const node = SKILL_GRAPH[skillId];
|
||||||
|
if (!node) return { ok: true, missing: [], known: false };
|
||||||
|
const inv = world?.inventory ?? {};
|
||||||
|
const missing = [];
|
||||||
|
for (const req of node.requires) {
|
||||||
|
if (req.tool) {
|
||||||
|
if (!hasTool(inv, req.tool)) missing.push({ tool: req.tool });
|
||||||
|
} else if (req.item) {
|
||||||
|
const have = itemCount(inv, req.item);
|
||||||
|
if (have < (req.min ?? 1)) missing.push({ item: req.item, min: req.min ?? 1, have });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return { ok: missing.length === 0, missing, known: true };
|
||||||
|
}
|
||||||
|
|
||||||
|
export function canRun(skillId, world) {
|
||||||
|
return prerequisitesMet(skillId, world).ok;
|
||||||
|
}
|
||||||
|
|
||||||
|
// All skills whose prerequisites currently hold (Plan4MC "frontier").
|
||||||
|
export function runnableFrontier(world) {
|
||||||
|
return Object.keys(SKILL_GRAPH).filter((id) => canRun(id, world));
|
||||||
|
}
|
||||||
|
|
||||||
|
export const _internal = { GROUP, TOOL, itemCount, hasTool, has };
|
||||||
@@ -0,0 +1,56 @@
|
|||||||
|
import { test } from "node:test";
|
||||||
|
import assert from "node:assert/strict";
|
||||||
|
|
||||||
|
import { prerequisitesMet, canRun, runnableFrontier, _internal } from "./skill-graph.js";
|
||||||
|
|
||||||
|
function world(inv = {}) {
|
||||||
|
return { inventory: inv };
|
||||||
|
}
|
||||||
|
|
||||||
|
test("gather.logs needs nothing", () => {
|
||||||
|
assert.equal(canRun("gather.logs", world()), true);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("gather.stone needs a pickaxe (any tier)", () => {
|
||||||
|
assert.equal(canRun("gather.stone", world({})), false);
|
||||||
|
assert.equal(canRun("gather.stone", world({ wooden_pickaxe: 1 })), true);
|
||||||
|
assert.equal(canRun("gather.stone", world({ stone_pickaxe: 1 })), true);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("craft.planks needs a log (semantic group)", () => {
|
||||||
|
assert.equal(canRun("craft.planks", world({})), false);
|
||||||
|
assert.equal(canRun("craft.planks", world({ birch_log: 1 })), true);
|
||||||
|
assert.equal(canRun("craft.planks", world({ mangrove_stem: 2 })), true);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("craft.furnace needs 8 cobblestone", () => {
|
||||||
|
assert.equal(canRun("craft.furnace", world({ cobblestone: 7 })), false);
|
||||||
|
assert.equal(canRun("craft.furnace", world({ cobblestone: 8 })), true);
|
||||||
|
assert.equal(canRun("craft.furnace", world({ cobbled_deepslate: 8 })), true);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("prerequisitesMet reports the missing requirement detail", () => {
|
||||||
|
const r = prerequisitesMet("craft.wooden-pickaxe", world({ stick: 2 }));
|
||||||
|
assert.equal(r.ok, false);
|
||||||
|
assert.deepEqual(r.missing, [{ item: "planks", min: 3, have: 0 }]);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("unknown skill is treated as runnable (known:false)", () => {
|
||||||
|
const r = prerequisitesMet("explore.far", world());
|
||||||
|
assert.equal(r.ok, true);
|
||||||
|
assert.equal(r.known, false);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("axe matcher excludes pickaxe", () => {
|
||||||
|
assert.equal(_internal.TOOL.axe("wooden_axe"), true);
|
||||||
|
assert.equal(_internal.TOOL.axe("wooden_pickaxe"), false);
|
||||||
|
assert.equal(_internal.TOOL.pickaxe("stone_pickaxe"), true);
|
||||||
|
});
|
||||||
|
|
||||||
|
test("runnableFrontier grows as inventory fills", () => {
|
||||||
|
const empty = runnableFrontier(world());
|
||||||
|
const stocked = runnableFrontier(world({ oak_planks: 8, stick: 4, cobblestone: 8, wooden_pickaxe: 1 }));
|
||||||
|
assert.ok(stocked.length > empty.length);
|
||||||
|
assert.ok(stocked.includes("gather.stone"));
|
||||||
|
assert.ok(stocked.includes("craft.furnace"));
|
||||||
|
});
|
||||||
@@ -712,6 +712,14 @@ function curriculumReflex(ctx) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// QW5 anti-loop: this skill failed ≥3× in 5 min → it's blacklisted. Skip
|
||||||
|
// and nudge toward exploration so we leave the situation that loops it.
|
||||||
|
if (ctx.antiLoop?.shouldSkip(skillId)) {
|
||||||
|
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
||||||
|
ctx.skillBackoff["__wander_hint__"] = Date.now() + SKILL_BACKOFF_MS;
|
||||||
|
return { action: "noop", kind: "anti-loop-blacklisted", label: skillId };
|
||||||
|
}
|
||||||
|
|
||||||
// v0.2.0 — consult learned lessons. If a high-confidence lesson says
|
// v0.2.0 — consult learned lessons. If a high-confidence lesson says
|
||||||
// "avoid <skillId> in this situation", swap to its preferred
|
// "avoid <skillId> in this situation", swap to its preferred
|
||||||
// alternative (or back off entirely if no safe alternative is named).
|
// alternative (or back off entirely if no safe alternative is named).
|
||||||
@@ -734,6 +742,9 @@ function curriculumReflex(ctx) {
|
|||||||
ctx.dispatch(() => runSkill(dispatchSkillId, ctx, dispatchArgs), dispatchSkillId, {
|
ctx.dispatch(() => runSkill(dispatchSkillId, ctx, dispatchArgs), dispatchSkillId, {
|
||||||
onComplete: (res) => {
|
onComplete: (res) => {
|
||||||
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
||||||
|
// QW5 anti-loop bookkeeping: feed every outcome so repeated failures
|
||||||
|
// of the same skill get detected, blacklisted and ticketed.
|
||||||
|
ctx.antiLoop?.record({ skillId: dispatchSkillId, ok: !!res?.ok, code: res?.code ?? null });
|
||||||
if (advice.lessonId) reportAdviceOutcome({ lessonId: advice.lessonId, succeeded: !!res?.ok });
|
if (advice.lessonId) reportAdviceOutcome({ lessonId: advice.lessonId, succeeded: !!res?.ok });
|
||||||
if (appliedRecommendationId) {
|
if (appliedRecommendationId) {
|
||||||
markRecommendationOutcome(appliedRecommendationId, {
|
markRecommendationOutcome(appliedRecommendationId, {
|
||||||
|
|||||||
@@ -39,7 +39,7 @@ export const skill = Object.freeze({
|
|||||||
async execute(ctx, args = {}) {
|
async execute(ctx, args = {}) {
|
||||||
const hit = nearestHostile(ctx.bot, args);
|
const hit = nearestHostile(ctx.bot, args);
|
||||||
if (!hit) return { ok: false, code: "no_hostile", detail: "no matching hostile after precondition", worldDelta: null };
|
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) {
|
if (res.ok) {
|
||||||
return {
|
return {
|
||||||
ok: true,
|
ok: true,
|
||||||
@@ -48,8 +48,10 @@ export const skill = Object.freeze({
|
|||||||
worldDelta: { fledTo: res.detail?.to ?? null },
|
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 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 };
|
return { ok: false, code, detail: res.detail, worldDelta: null };
|
||||||
},
|
},
|
||||||
recover(ctx, result) {
|
recover(ctx, result) {
|
||||||
|
|||||||
@@ -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");
|
||||||
|
});
|
||||||
@@ -130,6 +130,18 @@ export const RUNNER_CODES = Object.freeze({
|
|||||||
DONE: "done",
|
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) {
|
function normaliseResult(res, fallbackCode) {
|
||||||
const ok = !!res?.ok;
|
const ok = !!res?.ok;
|
||||||
return {
|
return {
|
||||||
@@ -222,6 +234,12 @@ export async function runSkill(id, ctx, args = {}) {
|
|||||||
return result;
|
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;
|
const timeoutMs = skill.timeoutMs ?? 30_000;
|
||||||
let raw;
|
let raw;
|
||||||
try {
|
try {
|
||||||
@@ -277,6 +295,31 @@ export async function runSkill(id, ctx, args = {}) {
|
|||||||
return failed;
|
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") {
|
if (!result.ok && typeof skill.recover === "function") {
|
||||||
try {
|
try {
|
||||||
result.recovery = skill.recover(ctx, result) ?? null;
|
result.recovery = skill.recover(ctx, result) ?? null;
|
||||||
|
|||||||
@@ -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);
|
||||||
|
});
|
||||||
Reference in New Issue
Block a user