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