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
+1 -1
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@@ -17,7 +17,7 @@
"tui:legacy": "tsx tui/tui.tsx",
"propose:apply": "node scripts/propose-apply.js",
"stop": "bash scripts/stop.sh",
"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"
"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/skills/build-shelter.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/goal/invariants.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 tui/format.test.js scripts/edit-scope.test.js scripts/lint-patch.test.js"
},
"dependencies": {
"better-sqlite3": "^11.10.0",
+12
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@@ -17,6 +17,7 @@ const toolPlugin = toolPkg.plugin ?? toolPkg.default?.plugin ?? toolPkg.default
import { info, warn } from "./log.js";
import { digEscapeTunnel } from "./skills/recovery-tunnel-out.js";
import { findNearestBlockByName } from "./perception.js";
import { setLocation } from "./locations.js";
// Hard timeout wrapper. Mineflayer goals (pathfinder, pvp targeting) can hang
// when the goal is unreachable; without a ceiling the whole reflex chain stops.
@@ -364,6 +365,17 @@ export async function sleepInBed(bot) {
// have shifted to an adjacent slot for the bed's second half).
const placed = findNearestBlockByName(bot, BED_NAMES, { maxDistance: 4 });
if (!placed) return { ok: false, detail: "placed bed not found after placement" };
// M2 monotonicity: the bot just placed its OWN bed and the carried
// item is consumed, so bedSecured()'s carried-item branch no longer
// holds. Record the placed bed's location (mirrors choose-base /
// place-chest / build-shelter) so the locations.bed branch keeps M2_bed
// met and the contract stops looping gather.wool->craft.bed for a bed
// that already exists. Recorded before sleep — the bed is in the world
// regardless of whether sleeping succeeds; guarded so a store-write
// hiccup never breaks the sleep path.
try {
setLocation("bed", { x: placed.position.x, y: placed.position.y, z: placed.position.z, radius: 1, note: "placed bed" });
} catch {}
await withTimeout(bot.sleep(placed), 10_000, "bot.sleep(placed)");
return { ok: true, detail: { bedAt: placed.position, placed: true, name: carried.name } };
} catch (e) {
+1 -1
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@@ -805,7 +805,7 @@ function maybeAutoEscalate() {
`You are the escalation cortex for an autonomous Minecraft bot. The bot's`,
`script-driven reflex loop has produced no useful action for ${ESCALATE_AFTER_NOOPS} consecutive ticks`,
`(~${Math.round((ESCALATE_AFTER_NOOPS * config.tickIntervalMs) / 1000)}s). The reflex chain is:`,
` defend > eat > sleep > tech-tree > autonomous > idle`,
` modes(self_preservation/hunger/shelter) > defend > eat > sleep > curriculum > idle (curriculum dispatches the Settlement Contract's chosen skill)`,
`Snapshot:`,
"```json",
promptCtx,
+10 -1
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@@ -181,7 +181,16 @@ const MILESTONES = [
id: "shelter.torch",
title: "Have torches on hand for the perimeter",
isDone: (inv) => has(inv, "torch", 4),
suggest: () => ({ skillId: "craft.torch" }),
// Two-step like wood.planks-and-sticks: torches need coal (or
// charcoal), but nothing else produces it — without this the
// milestone pinned forever on craft.torch's missing_material. Mine
// coal first, then craft. The contract's M6_lighting delegates
// suggest() to this milestone, so this edit fixes both rails.
suggest: (inv) => {
const fuel = (inv?.coal ?? 0) + (inv?.charcoal ?? 0);
if (fuel < 1) return { skillId: "gather.coal" };
return { skillId: "craft.torch" };
},
},
{
id: "village.base-site",
+22
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@@ -141,6 +141,28 @@ test("food.basic satisfied by high food bar even without food item", () => {
assert.equal(got.milestone.id, "storage.chest");
});
test("shelter.torch suggests gather.coal when no coal on hand (closes the M6 dead-end)", () => {
const inv = {
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
red_bed: 1, bread: 2,
};
const got = nextMilestone(snap(inv, { food: 20, locations: { chest: { x: 1, y: 64, z: 0 } } }));
assert.equal(got.milestone.id, "shelter.torch");
assert.equal(got.plan.skillId, "gather.coal");
});
test("shelter.torch suggests craft.torch once coal is on hand", () => {
const inv = {
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
red_bed: 1, bread: 2, coal: 1,
};
const got = nextMilestone(snap(inv, { food: 20, locations: { chest: { x: 1, y: 64, z: 0 } } }));
assert.equal(got.milestone.id, "shelter.torch");
assert.equal(got.plan.skillId, "craft.torch");
});
test("all done → null", () => {
const inv = {
oak_log: 16, oak_planks: 8, stick: 8,
+56
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@@ -0,0 +1,56 @@
// Invariant predicate library — these are the "milestone done" truths the
// Settlement Contract relies on. Locking them guards against the closed-loop
// regressions the v0.4.1 audit surfaced (e.g. M2_bed must be able to close via
// a recorded bed LOCATION once actions.js writes locations.bed, not only via a
// transient carried-bed item).
import { test } from "node:test";
import assert from "node:assert/strict";
import {
worldFromSnapshot,
bedSecured,
foodSecure,
stoneTier,
locationExists,
hasItem,
} from "./invariants.js";
const w = (snap) => worldFromSnapshot(snap);
test("bedSecured: met by a carried bed item", () => {
assert.equal(bedSecured().met(w({ inventory: { red_bed: 1 } })), true);
});
test("bedSecured: met by a recorded bed LOCATION (M2 monotonicity after the bed is placed)", () => {
// The carried item is gone (consumed by placement) but the location was
// recorded — M2 must stay satisfied so the contract doesn't loop
// gather.wool→craft.bed for a bed that physically exists.
assert.equal(bedSecured().met(w({ inventory: {}, locations: { bed: { x: 1, y: 64, z: 1 } } })), true);
});
test("bedSecured: unmet with neither a bed item nor a bed location", () => {
assert.equal(bedSecured().met(w({ inventory: {}, locations: {} })), false);
});
test("foodSecure: cooked staple, well-fed, or hasFood — but not raw materials", () => {
assert.equal(foodSecure().met(w({ inventory: { bread: 1 } })), true);
assert.equal(foodSecure().met(w({ inventory: {}, food: 18 })), true);
assert.equal(foodSecure().met(w({ inventory: {}, hasFood: true })), true);
assert.equal(foodSecure().met(w({ inventory: { cobblestone: 40 }, food: 10 })), false);
});
test("stoneTier: needs all three stone tools AND a furnace", () => {
assert.equal(stoneTier().met(w({ inventory: { stone_axe: 1, stone_pickaxe: 1, stone_sword: 1 } })), false);
assert.equal(stoneTier().met(w({ inventory: { stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1 } })), true);
});
test("locationExists: pure key-presence over locations (no item required)", () => {
assert.equal(locationExists("shelter").met(w({ locations: { shelter: { x: 0, y: 64, z: 0 } } })), true);
assert.equal(locationExists("shelter").met(w({ locations: {} })), false);
});
test("hasItem('torch', 4): the M6 lighting threshold", () => {
assert.equal(hasItem("torch", 4, "torch").met(w({ inventory: { torch: 3 } })), false);
assert.equal(hasItem("torch", 4, "torch").met(w({ inventory: { torch: 4 } })), true);
});
+1
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@@ -31,6 +31,7 @@ export const SKILL_GRAPH = Object.freeze({
"gather.logs": { requires: [], produces: ["logs"] },
"gather.wool": { requires: [], produces: ["wool"] },
"gather.stone": { requires: [{ tool: "pickaxe" }], produces: ["cobblestone"] },
"gather.coal": { requires: [{ tool: "pickaxe" }], produces: ["coal"] },
"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"] },
+18
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@@ -41,6 +41,24 @@ test("unknown skill is treated as runnable (known:false)", () => {
assert.equal(r.known, false);
});
test("gather.coal needs a pickaxe and produces coal (closes the M6 dead-end)", () => {
assert.equal(canRun("gather.coal", world({})), false);
assert.equal(canRun("gather.coal", world({ wooden_pickaxe: 1 })), true);
assert.equal(canRun("gather.coal", world({ stone_pickaxe: 1 })), true);
});
test("craft.torch is blocked without coal but runnable once coal is gathered", () => {
assert.equal(canRun("craft.torch", world({ stick: 1 })), false);
assert.equal(canRun("craft.torch", world({ stick: 1, coal: 1 })), true);
// charcoal counts as coal (semantic group)
assert.equal(canRun("craft.torch", world({ stick: 1, charcoal: 1 })), true);
});
test("runnableFrontier includes gather.coal once a pickaxe is held", () => {
assert.ok(!runnableFrontier(world()).includes("gather.coal"));
assert.ok(runnableFrontier(world({ wooden_pickaxe: 1 })).includes("gather.coal"));
});
test("axe matcher excludes pickaxe", () => {
assert.equal(_internal.TOOL.axe("wooden_axe"), true);
assert.equal(_internal.TOOL.axe("wooden_pickaxe"), false);
+15 -7
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@@ -45,9 +45,14 @@ export function describeSkill(id) {
}
// Human-readable block to drop into LLM system prompts. Groups by
// namespace, lists "id — title (timeoutMs)". Capped at ~2KB to stay
// well within the model's instruction window.
export function skillRegistryPrompt({ limit = 2000 } = {}) {
// namespace, lists "id — title". Capped at ~2KB to stay well within the
// model's instruction window. When the list overflows the cap we truncate
// the LIST, never the footer — the footer carries the load-bearing
// guardrail ("NEVER invent new ids"), the whole reason this prompt exists.
// A naive tail-slice (the pre-v0.4.1 behaviour) would silently drop that
// guardrail once the registry grew past the cap, re-opening the exact v0.2
// skill-id hallucination this module was built to close.
export function skillRegistryPrompt({ limit = 3000 } = {}) {
const { byNamespace } = get();
const namespaces = Array.from(byNamespace.keys()).sort();
const lines = ["Valid skill ids (USE ONLY THESE for avoid_skill / prefer_skill):"];
@@ -58,10 +63,13 @@ export function skillRegistryPrompt({ limit = 2000 } = {}) {
lines.push(` - ${s.id}${s.title ?? s.id}`);
}
}
lines.push("");
lines.push("If no listed skill fits, set the field to null. NEVER invent new ids.");
const text = lines.join("\n");
return text.length > limit ? text.slice(0, limit - 4) + "\n..." : text;
const body = lines.join("\n");
const footer = "If no listed skill fits, set the field to null. NEVER invent new ids.";
const full = `${body}\n\n${footer}`;
if (full.length <= limit) return full;
const sep = "\n...\n\n";
const room = Math.max(0, limit - footer.length - sep.length);
return `${body.slice(0, room)}${sep}${footer}`;
}
// For tests / hot-reload scenarios.
+12 -2
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@@ -58,8 +58,18 @@ test("registryPrompt: contains the real ids grouped by namespace", () => {
assert.doesNotMatch(txt, /survive\.shelter[^-]/);
});
test("registryPrompt: respects limit parameter", () => {
test("registryPrompt: respects limit and preserves the NEVER-invent guardrail when truncating", () => {
const short = skillRegistryPrompt({ limit: 200 });
assert.ok(short.length <= 200, `expected <=200, got ${short.length}`);
assert.ok(short.endsWith("..."));
// The skill LIST is truncated (…), but the guardrail footer must always
// survive — otherwise a growing registry silently stops telling the LLM
// not to hallucinate skill ids.
assert.match(short, /\.\.\./, "list should be truncated");
assert.match(short, /NEVER invent/, "guardrail footer must survive truncation");
});
test("registryPrompt: default limit fits the full registry incl. the guardrail footer", () => {
const full = skillRegistryPrompt();
assert.match(full, /NEVER invent/);
assert.doesNotMatch(full, /\n\.\.\.\n/, "default prompt should not be truncated");
});
+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
View File
@@ -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);
+107
View File
@@ -0,0 +1,107 @@
// 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("");
}
+67
View File
@@ -0,0 +1,67 @@
// Pure formatting helpers for the monitor header. These assemble the per-tick
// "what / why / blocked / stalled" line from snapshot fields the bot already
// broadcasts, so the operator can see why the bot is (not) acting. Tested off
// ink — no React/render involved.
import { test } from "node:test";
import assert from "node:assert/strict";
import { formatStatusSegments, statusText, formatBlockedBy, stateColor } from "./format.js";
test("statusText surfaces state, firing rail, active skill and stall reason", () => {
const txt = statusText({
runtimeState: "idle",
lastReflex: { name: "curriculum" },
activeSkill: "gather.logs",
noProgressReason: "waiting_for_day",
});
assert.match(txt, /idle/);
assert.match(txt, /curriculum/);
assert.match(txt, /gather\.logs/);
assert.match(txt, /waiting_for_day/);
});
test("reflexPaused renders a PAUSED marker", () => {
assert.match(statusText({ runtimeState: "working", reflexPaused: true }), /PAUSED/);
assert.doesNotMatch(statusText({ runtimeState: "working", reflexPaused: false }), /PAUSED/);
});
test("blocked prerequisite is shown by name, never as [object Object]", () => {
const snap = {
runtimeState: "working",
contract: { suggestedSkill: { skillId: "craft.torch", blockedBy: [{ item: "coal", min: 1, have: 0 }] } },
};
const txt = statusText(snap);
assert.match(txt, /craft\.torch/);
assert.match(txt, /coal/);
assert.doesNotMatch(txt, /\[object Object\]/);
});
test("urgent contract reason (food preemption) is surfaced", () => {
const txt = statusText({
runtimeState: "working",
contract: { reason: "urgent:M4_food_security(100) preempts M1_wood_tools" },
});
assert.match(txt, /urgent/);
});
test("formatBlockedBy maps {item,min} and {tool} objects, null when empty", () => {
assert.equal(formatBlockedBy([]), null);
assert.equal(formatBlockedBy(undefined), null);
assert.equal(formatBlockedBy([{ item: "planks", min: 8, have: 0 }]), "planks×8");
assert.equal(formatBlockedBy([{ tool: "pickaxe" }]), "pickaxe");
assert.equal(formatBlockedBy([{ item: "coal", min: 1 }, { item: "stick", min: 1 }]), "coal+stick");
});
test("stateColor maps known states and defaults unknown ones to a visible colour", () => {
assert.equal(stateColor("emergency"), "red");
assert.equal(stateColor("idle"), "gray");
assert.equal(stateColor("planning"), "magenta");
// unknown / future states render in white rather than being blanked out
assert.equal(stateColor("teleporting"), "white");
assert.equal(stateColor(undefined), "gray");
});
test("empty snapshot yields no segments (header row collapses)", () => {
assert.equal(formatStatusSegments({}).length, 0);
});
+16
View File
@@ -24,6 +24,7 @@
import React, { useEffect, useReducer, useState } from "react";
import { render, Box, Text, useApp, useInput, useStdout } from "ink";
import { createIpcClient } from "./ipc-client.js";
import { formatStatusSegments } from "./format.js";
import { EVENT_TYPES } from "../runtime/ipc-protocol.js";
import { stateDir } from "../runtime/config.js";
import { initKnowledge, isAvailable as knowledgeReady, recentRecommendations, listImprovements, recommendationStats } from "../runtime/knowledge/index.js";
@@ -215,6 +216,21 @@ function StatusHeader({ snapshot, connectedIpc, width, startedAt }: { snapshot:
</>
) : null}
</Box>
{/* What / why / blocked / stalled — per-tick observability the bot
already computes (runtimeState, lastReflex, activeSkill, blockedBy,
noProgressReason); assembled by the pure formatStatusSegments helper
so it stays unit-testable off ink. */}
{(() => {
const segs = formatStatusSegments(snapshot);
if (segs.length === 0) return null;
return (
<Box>
{segs.map((s, i) => (
<Text key={i} color={s.color} dimColor={s.dimColor} bold={s.bold}>{s.text}</Text>
))}
</Box>
);
})()}
</Box>
);
}