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
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// Pure, ink-free helpers for the monitor header.
//
// bot.js stamps a rich observability bundle onto every STATUS snapshot
// (runtimeState, lastReflex.name, activeSkill, noProgressReason, reflexPaused)
// and the GoalManager annotates contract.suggestedSkill.blockedBy — but none
// of it was rendered, so the operator could not answer "what is the bot doing,
// why, and what is blocked?" from the screen. These helpers assemble that into
// colour-tagged segments. Kept in a plain .js module (no React/ink import) so
// `node --test` can unit-test the formatting without booting the TUI.
//
// A "segment" is { text, color?, dimColor?, bold? }. The monitor maps each to
// an <ink Text>; tests join `.text` and assert on substrings + segment colour.
const STATE_COLORS = Object.freeze({
emergency: "red",
recovering: "yellow",
working: "green",
planning: "magenta",
social: "cyan",
idle: "gray",
});
// computeState can return any of the STATES strings; unknown/new states render
// in a neutral colour rather than being blanked out.
export function stateColor(state) {
if (!state) return "gray";
return STATE_COLORS[String(state).toLowerCase()] ?? "white";
}
// blockedBy is an array of { item, min, have } | { tool } OBJECTS (from
// goal-manager.js via skill-graph.prerequisitesMet) — NOT strings. Map to the
// missing names so we never render "[object Object]". Returns null when there
// is nothing blocked.
export function formatBlockedBy(blockedBy) {
if (!Array.isArray(blockedBy) || blockedBy.length === 0) return null;
const names = blockedBy
.map((b) => {
const name = b?.item ?? b?.tool;
if (!name) return null;
return b?.min && b.min > 1 ? `${name}×${b.min}` : name;
})
.filter(Boolean);
return names.length ? names.join("+") : null;
}
// Build the "what / why / blocked / stalled" status line for the header.
// Reads only fields already present on the broadcast snapshot.
export function formatStatusSegments(snapshot = {}) {
const segs = [];
const push = (text, opts = {}) => {
if (text != null && text !== "") segs.push({ text, ...opts });
};
const state = snapshot.runtimeState;
if (state) push(String(state), { bold: true, color: stateColor(state) });
if (snapshot.reflexPaused === true) push(" PAUSED", { bold: true, color: "red" });
// why — which rail fired this tick (mode:…, curriculum, defend, …)
const why = snapshot.lastReflex?.name;
if (why) {
push(" via ", { dimColor: true });
push(String(why), { color: "white" });
}
// doing — the skill currently/last dispatched
const doing = snapshot.activeSkill;
if (doing) {
push(" · ", { dimColor: true });
push(String(doing), { color: "cyan" });
}
// blocked — the suggested skill cannot run because a prerequisite is
// missing (e.g. craft.torch needs coal). This is the one that made the
// M6-torch/coal stall invisible.
const sg = snapshot.contract?.suggestedSkill;
const blocked = formatBlockedBy(sg?.blockedBy);
if (blocked) {
push(" · ", { dimColor: true });
if (sg?.skillId) push(String(sg.skillId), { color: "red" });
push(" needs ", { dimColor: true });
push(blocked, { color: "red", bold: true });
}
// urgent preemption (food jumping the contract queue)
const reason = snapshot.contract?.reason;
if (typeof reason === "string" && reason.startsWith("urgent")) {
push(" · ", { dimColor: true });
push(reason, { color: "yellow" });
}
// stalled — no observable world change for a while
const np = snapshot.noProgressReason;
if (np) {
push(" · stalled:", { dimColor: true });
push(String(np), { color: "yellow" });
}
return segs;
}
// Convenience for tests / plain-text surfaces.
export function statusText(snapshot) {
return formatStatusSegments(snapshot)
.map((s) => s.text)
.join("");
}