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>
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@@ -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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