feat(v0.4.1): make the Settlement Contract honest end-to-end

Patches each link of the closed-loop chain (world-truth -> invariant ->
dispatch -> worldDelta -> milestone) so the contract can no longer advance
on a lie or stall on an unreachable milestone, and surfaces the result on
the monitor.

- Unblock M6_lighting: add gather.coal producer (mirrors gather.stone,
  strict expectGain), register it, add the skill-graph node, and make
  curriculum.shelter.torch two-step (gather coal -> craft torch). craft.torch
  needed coal but no skill produced it, so the contract pinned on M6 forever
  and starved M7/M8/M9. One curriculum edit fixes both rails.
- M8 no longer falsely satisfied: build-shelter records locations.shelter
  only on real progress (setLocation moved below the no_progress guard).
- M2_bed made monotonic: sleepInBed writes locations.bed when the bot places
  its own bed, so M2 stays met after the carried bed item is consumed.
- Observability: new ink-free tui/format.js helper renders per-tick
  state / firing rail / active skill / blocked prerequisite / stall reason
  in the monitor header (fields bot.js already computes but never showed).
- Harden the valid-skill-id guardrail: skillRegistryPrompt preserves the
  "NEVER invent" footer when truncating (a growing registry was dropping it),
  and fix the stale "tech-tree > autonomous" reflex chain in the escalation
  prompt.

Tests: 494/494 passing; new build-shelter / invariants / format suites plus
skill-graph, curriculum, skill-registry cases. lint-patch clean. Deferred
audit findings recorded in plans/v0.4.0-vnext.md (local).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-29 12:33:45 +03:00
co-authored by Claude Opus 4.8
parent 5613f75a77
commit cd63edfeaf
17 changed files with 590 additions and 15 deletions
+12 -3
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@@ -172,13 +172,22 @@ export const skill = Object.freeze({
}
}
// Closed-loop integrity: a build that placed nothing AND skipped
// nothing never established a shelter. Do NOT record a shelter
// location in that case — M8_shelter's invariant locationExists(
// "shelter") is mere key-presence with no compensating clear, so a
// single all-throw build would falsely satisfy the milestone forever.
// We record the location only on real progress: placed>0, or skipped>0
// (idempotent resume — the blueprint was already satisfied by existing
// blocks).
if (placed === 0 && skipped === 0) {
return { ok: false, code: "no_progress", detail: "could not place any blocks", worldDelta: null };
}
// Record the shelter location so future skills can find it even if
// base gets re-scored.
setLocation(SHELTER_NAME, { x: center.x, y: center.y, z: center.z, radius: 2, note: `auto-built; ${placed} blocks placed` });
if (placed === 0 && skipped === 0) {
return { ok: false, code: "no_progress", detail: "could not place any blocks", worldDelta: null };
}
return {
ok: true,
code: "done",
+69
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@@ -0,0 +1,69 @@
// build-shelter closed-loop integrity: the shelter LOCATION (which satisfies
// M8_shelter's locationExists("shelter") invariant) must be recorded ONLY when
// the build actually made progress. A build that places nothing and skips
// nothing must NOT mark M8 done. Runs against the isolated test state dir
// (config.js detects --test), with a fake bot carrying a real minecraft-data
// registry so applyProfile/Movements construct without a live server.
import { test } from "node:test";
import assert from "node:assert/strict";
import mcDataLoader from "minecraft-data";
import { skill } from "./build-shelter.js";
import { setLocation, getLocation, removeLocation } from "../locations.js";
const registry = mcDataLoader("1.21.4");
function makePos(x, y, z) {
return { x, y, z, clone: () => makePos(x, y, z), offset: (dx, dy, dz) => makePos(x + dx, y + dy, z + dz) };
}
// blockKind: (target) => block-or-null describing what bot.blockAt returns at
// every coordinate. We use it to make the whole world either air (no
// placement possible) or solid (every placement succeeds).
function makeBot(blockKind, planks = 30) {
return {
registry,
world: {},
entity: { position: makePos(0, 64, 0) },
pathfinder: { setMovements() {} },
inventory: { items: () => (planks > 0 ? [{ name: "oak_planks", count: planks }] : []) },
blockAt(p) { return blockKind(p); },
async equip() { return true; },
async placeBlock() { return true; },
};
}
test("failed build (placed 0, skipped 0) does NOT record a shelter location", async () => {
removeLocation("shelter");
setLocation("base", { x: 0, y: 64, z: 0, note: "test base" });
// Air everywhere → every findReferenceForPlacement returns null → nothing
// placed, nothing skipped.
const bot = makeBot(() => ({ name: "air", boundingBox: "empty" }));
const res = await skill.execute({ bot, owned: null });
assert.equal(res.ok, false);
assert.equal(res.code, "no_progress");
assert.equal(getLocation("shelter"), null, "shelter location must NOT be recorded on a no-progress build");
removeLocation("base");
});
test("successful build records the shelter location", async () => {
removeLocation("shelter");
setLocation("base", { x: 0, y: 64, z: 0, note: "test base" });
// Solid everywhere → every target has a reference block to place against.
const bot = makeBot((p) => ({ name: "stone", boundingBox: "block", position: makePos(p.x, p.y, p.z) }));
const res = await skill.execute({ bot, owned: null });
assert.equal(res.ok, true);
assert.equal(res.code, "done");
assert.ok(res.detail.placed > 0, "expected at least one block placed");
const shelter = getLocation("shelter");
assert.ok(shelter && shelter.x === 0 && shelter.z === 0, "shelter location recorded on success");
removeLocation("shelter");
removeLocation("base");
});
+169
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@@ -0,0 +1,169 @@
// gather.coal — find a nearby coal ore block, equip a pickaxe (best
// available), path to it and mine it. Modelled on gather.stone: stone-tier
// mining needs at least a wooden pickaxe, the preconditions enforce that.
//
// Why this exists: craft.torch hard-requires coal (or charcoal), but no other
// skill produces either, so M6_lighting was a permanent dead-end that pinned
// the Settlement Contract forever and starved M7/M8/M9. gather.coal is the
// missing producer. coal_ore drops coal directly and collectBlock awaits the
// pickup, so the strict ledger check (expectGain) is safe here.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, Movements } = pathfinderPkg;
import collectBlockPkg from "mineflayer-collectblock";
const collectBlockPlugin =
collectBlockPkg.plugin ??
collectBlockPkg.default?.plugin ??
collectBlockPkg.default ??
collectBlockPkg;
import toolPkg from "mineflayer-tool";
const toolPlugin = toolPkg.plugin ?? toolPkg.default?.plugin ?? toolPkg.default ?? toolPkg;
import { pickaxes } from "./groups.js";
import { info, warn } from "../log.js";
import { findNearestBlockByName } from "../perception.js";
const COAL_ORE_NAMES = ["coal_ore", "deepslate_coal_ore"];
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
let toolLoaded = new WeakSet();
function ensureTool(bot) {
if (toolLoaded.has(bot)) return;
bot.loadPlugin(toolPlugin);
toolLoaded.add(bot);
}
let collectBlockLoaded = new WeakSet();
function ensureCollectBlock(bot) {
ensurePathfinder(bot);
ensureTool(bot);
if (collectBlockLoaded.has(bot)) return;
bot.loadPlugin(collectBlockPlugin);
collectBlockLoaded.add(bot);
}
function setMovementsForGather(bot) {
const m = new Movements(bot);
m.canDig = true;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
const PICKAXE_PRIORITY = ["netherite_pickaxe", "diamond_pickaxe", "iron_pickaxe", "stone_pickaxe", "wooden_pickaxe"];
async function equipBestPickaxe(bot) {
for (const name of PICKAXE_PRIORITY) {
const item = bot.inventory.items().find((i) => i.name === name);
if (item) {
try {
await bot.equip(item, "hand");
return name;
} catch {}
}
}
return null;
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
const coalBlacklist = new WeakMap();
const BLACKLIST_TTL_MS = 5 * 60_000;
function getBlacklist(bot) {
let m = coalBlacklist.get(bot);
if (!m) {
m = new Map();
coalBlacklist.set(bot, m);
}
const now = Date.now();
for (const [k, exp] of m) if (exp < now) m.delete(k);
return m;
}
export const skill = Object.freeze({
id: "gather.coal",
title: "Gather coal",
timeoutMs: 90_000,
// Closed-loop strict check: the milestone needs coal in hand, so we assert
// the world actually moved (coal/charcoal increased) and refuse to report
// "ok" if the dig left the inventory unchanged (runSkill → world_unchanged).
expectGain: { matcher: (k) => k === "coal" || k === "charcoal", min: 1, label: "coal" },
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
const available = pickaxes(ctx.bot);
if (available.size === 0) {
return { ok: false, code: "unsupported_version", detail: "no pickaxes in registry" };
}
const owned = ctx.bot.inventory.items().some((i) => available.has(i.name));
if (!owned) {
return { ok: false, code: "missing_tool", detail: "no pickaxe in inventory" };
}
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
const blacklist = getBlacklist(bot);
// Numeric-id search — callback matcher returns 0 under ViaBackwards. See runtime/perception.js.
const target = findNearestBlockByName(bot, COAL_ORE_NAMES, {
maxDistance: 32,
predicate: (b) => !blacklist.has(`${b.position.x},${b.position.y},${b.position.z}`),
});
if (!target) {
return { ok: false, code: "no_target", detail: "no reachable coal ore within 32 blocks", worldDelta: null };
}
ensureCollectBlock(bot);
setMovementsForGather(bot);
const pickaxe = await equipBestPickaxe(bot);
info("action", `gather.coal: ${target.name} at ${target.position.x},${target.position.y},${target.position.z} (tool=${pickaxe ?? "fists"})`);
const targetPos = target.position.clone();
try {
try {
await withTimeout(bot.lookAt(targetPos.offset(0.5, 0.5, 0.5), true), 2_000, "lookAt(coal)");
} catch {}
await withTimeout(bot.collectBlock.collect(target), 60_000, "collectCoal");
const after = bot.blockAt(targetPos);
if (after && COAL_ORE_NAMES.includes(after.name)) {
warn("action", `gather.coal reported ok but block still at ${targetPos.x},${targetPos.y},${targetPos.z} — silent dig failure`);
const key = `${targetPos.x},${targetPos.y},${targetPos.z}`;
blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
return {
ok: false,
code: "silent_dig_failure",
detail: "block still exists after collect — protocol/anti-cheat issue",
worldDelta: null,
};
}
return {
ok: true,
code: "done",
detail: { blockType: target.name, at: targetPos },
worldDelta: { minedAt: targetPos, blockType: target.name },
};
} catch (e) {
warn("action", `gather.coal failed: ${e.message}`);
const key = `${target.position.x},${target.position.y},${target.position.z}`;
blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
const msg = String(e?.message ?? "");
const code = msg.includes("timed out") ? "timeout" : "failed";
return { ok: false, code, detail: e.message, worldDelta: null };
}
},
validate(ctx, result) {
return result.ok && !!result.worldDelta?.blockType;
},
recover(ctx, result) {
if (result.code === "no_target") return { hint: "wander", reason: "no coal ore within 32 blocks" };
return null;
},
});
+2
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@@ -35,6 +35,7 @@ import { skill as escapePitSafe } from "./escape-pit-safe.js";
import { skill as diagPhysics } from "./diagnose-physics.js";
import { skill as diagScan, matchSkill as diagMatch } from "./diagnose-scan.js";
import { skill as gatherStone } from "./gather-stone.js";
import { skill as gatherCoal } from "./gather-coal.js";
import { skill as gatherWool } from "./gather-wool.js";
import { skill as acquireFood } from "./acquire-food.js";
import { skill as scoutFood } from "./scout-food.js";
@@ -84,6 +85,7 @@ register(diagPhysics);
register(diagScan);
register(diagMatch);
register(gatherStone);
register(gatherCoal);
register(gatherWool);
register(acquireFood);
register(scoutFood);