feat(runtime): autonomous reflex — chop wood + wander + proactive movement (#8)
Closes the "bot stands on a tree doing nothing" problem reported live when the operator launched the TUI after PR #6 landed. The reactive chain (operator > defend > eat > sleep > idle) was passive by design: day-time, full HP and food, no hostile within 4 m ⇒ every reflex returned noop. The bot perched in dark-oak canopy and never moved. Changes runtime/actions.js: - chopNearestTree: find any *_log within 32 blocks, equip best axe (falls back to fists), path to the block, dig. Per-bot 5-min blacklist of unreachable log positions so we don't grind on the same impossible target. - wander: pick a random offset 6-16 blocks away and path there. - setMovementsForGather / setMovementsForTravel: every action that uses pathfinder now sets its own Movements profile (canDig=true) instead of inheriting whatever the previous caller left. The old behaviour caused chop to inherit flee's canDig=false and get stuck in the canopy. - fleeFrom now uses canDig=true too — the user observed the bot permanently stuck on a leaf block because escape required digging. runtime/reflex.js: - new autonomousReflex between sleep and idle. Cooldown 10s. Picks chop when log count < 16, else wander. When chop reports "no reachable log within 32 blocks" we switch to wander for 60s so we don't re-fire chop against the same impossible position. - defendReflex tightened: only flee when closest is ≤8m (or ≤12m on low HP). Avoids the "82 distant hostiles ⇒ constant flee loop" pathology observed at this spawn. - flee cooldown: same mob name within 60s ⇒ noop, so we yield to other reflexes if flee keeps timing out. - sleepReflex retry cooldown raised 30s → 5min. Sleeping fails permanently if no bed is around; the short retry blocked autonomous behaviour every tick. - ctx.lastReflex now records {name, label, ts} after each dispatched/completed reflex so the TUI can show what the bot just decided. runtime/bot.js: - per-tick snapshot adds lastReflex and busy fields for the TUI. - maybeReplyToPlayer: light canned greetings (yo/hey/hi/привет) to non-operators when they address the bot. 30s cooldown so we don't spam. tui/tui.tsx: - status bar shows either "▸ busy: <label>" while an action is in flight, or "last reflex: <name> (<label>) Ns ago" when idle. Gives an at-a-glance answer to "what is the bot doing right now?" Smoke-tested live (play.xmatic.team, 2026-05-25T13:30-13:39): - bot did dispatch chop tree (oak_log at 617,82,95) - real bug surfaced and 3-fail rule filed a proposal automatically - after the runtime fix, chop returns "no reachable log" gracefully - bot switched to wander on the next tick - position moved from (623.31, 85, 95.12) to (623.41, 86.02, 96.7) — the first observable movement in this dark-oak spawn Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com> Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit was merged in pull request #8.
This commit is contained in:
+147
-1
@@ -29,6 +29,24 @@ function ensurePathfinder(bot) {
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pluginLoaded.add(bot);
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}
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// Each action that uses pathfinder should set its own Movements profile
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// before calling goto — otherwise it inherits whatever the previous caller
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// left set, which has caused live regressions (e.g. flee setting canDig=false,
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// then a later chop inheriting the same restrictive profile).
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function setMovementsForGather(bot) {
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const m = new Movements(bot);
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m.canDig = true; // chopping is the entire point
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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function setMovementsForTravel(bot) {
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const m = new Movements(bot);
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m.canDig = true; // dig through leaves rather than get stuck
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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// ---- combat ----------------------------------------------------------------
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const MELEE_WEAPONS = [
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@@ -96,8 +114,12 @@ export async function fleeFrom(bot, fromEntity, distance = 16) {
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const ty = Math.round(here.y);
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info("action", `flee: from=${fromEntity?.name ?? "?"} → ${tx},${ty},${tz}`);
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// canDig:true here is deliberate — without it the bot gets permanently
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// stuck in dense tree canopy (observed live: bot perched at Y=85 inside
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// dark-oak leaves, every flee timed out for hours). We accept the risk of
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// chopping through scenery while panicking; it's how a player would react.
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const movements = new Movements(bot);
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movements.canDig = false;
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movements.canDig = true;
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movements.allow1by1towers = false;
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bot.pathfinder.setMovements(movements);
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@@ -194,6 +216,7 @@ export async function sleepInBed(bot) {
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if (bedBlock) {
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info("action", `sleep: nearest bed at ${bedBlock.position.x},${bedBlock.position.y},${bedBlock.position.z}`);
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(bedBlock.position.x, bedBlock.position.y, bedBlock.position.z, 2)),
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@@ -214,10 +237,133 @@ export async function sleepInBed(bot) {
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return { ok: false, detail: "no bed in range and won't place blindly" };
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}
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// ---- gathering -------------------------------------------------------------
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const LOG_NAMES = [
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"oak_log",
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"dark_oak_log",
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"spruce_log",
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"birch_log",
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"jungle_log",
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"acacia_log",
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"mangrove_log",
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"cherry_log",
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"pale_oak_log",
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];
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const AXE_NAMES = [
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"netherite_axe",
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"diamond_axe",
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"iron_axe",
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"stone_axe",
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"golden_axe",
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"wooden_axe",
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];
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async function equipBestAxe(bot) {
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for (const name of AXE_NAMES) {
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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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// Per-bot blacklist of (x,y,z) positions that pathfinder failed to reach
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// recently. Cleared after BLACKLIST_TTL_MS so the bot can retry if the world
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// has changed (a player chopped a path, the tree fell to natural decay, etc).
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const chopBlacklist = new WeakMap(); // bot → Map<"x,y,z", expireMs>
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const BLACKLIST_TTL_MS = 5 * 60_000;
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function getBlacklist(bot) {
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let m = chopBlacklist.get(bot);
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if (!m) {
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m = new Map();
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chopBlacklist.set(bot, m);
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}
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// Sweep expired entries on each lookup — small, cheap.
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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 async function chopNearestTree(bot) {
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const blacklist = getBlacklist(bot);
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// findBlock invokes the matcher for blocks that pass the maxDistance
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// pre-filter; in dense areas some have a synthetic shape with no
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// `.position`. Guard or we crash before we even start pathfinding.
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const log = bot.findBlock({
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matching: (b) => {
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if (!b || !b.position || !LOG_NAMES.includes(b.name)) return false;
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const key = `${b.position.x},${b.position.y},${b.position.z}`;
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return !blacklist.has(key);
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},
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maxDistance: 32,
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});
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if (!log) return { ok: false, detail: "no reachable log within 32 blocks" };
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ensurePathfinder(bot);
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setMovementsForGather(bot);
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const axe = await equipBestAxe(bot);
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info(
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"action",
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`chop: ${log.name} at ${log.position.x},${log.position.y},${log.position.z} (tool=${axe ?? "fists"})`,
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);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalGetToBlock(log.position.x, log.position.y, log.position.z)),
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45_000,
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"pathToLog",
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);
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await withTimeout(bot.dig(log), 30_000, "digLog");
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// Walk over the dropped item briefly (collectblock plugin would do this
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// for us, but a simple sleep-then-resume is enough for now).
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await new Promise((r) => setTimeout(r, 1200));
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return { ok: true, detail: { logType: log.name, at: log.position } };
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} catch (e) {
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warn("action", `chop failed: ${e.message}`);
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const key = `${log.position.x},${log.position.y},${log.position.z}`;
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blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
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return { ok: false, detail: e.message, blacklisted: log.position };
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}
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}
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// ---- exploration -----------------------------------------------------------
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export async function wander(bot, radius = 12) {
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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// Pick a random offset that's at least 6 blocks away — small enough to be
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// safe, large enough to not be a no-op when we're stuck on the same block.
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const here = bot.entity.position;
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const angle = Math.random() * Math.PI * 2;
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const dist = 6 + Math.random() * (radius - 6);
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const tx = Math.round(here.x + Math.cos(angle) * dist);
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const tz = Math.round(here.z + Math.sin(angle) * dist);
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const ty = Math.round(here.y);
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info("action", `wander: → ${tx},${ty},${tz} (dist=${dist.toFixed(1)})`);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 2)),
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30_000,
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`wander(${tx},${tz})`,
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);
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return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
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} catch (e) {
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warn("action", `wander failed: ${e.message}`);
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return { ok: false, detail: e.message };
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}
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}
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// ---- navigation (for operator come/follow) --------------------------------
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export async function goTo(bot, x, y, z, minDistance = 2) {
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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info("action", `goTo: ${x},${y},${z} (min ${minDistance})`);
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try {
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await withTimeout(
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@@ -233,6 +233,33 @@ function maybeFileProposal(label) {
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appendDiary(`proposal filed: ${filename} (${summary})`);
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}
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// ---- player chat replies (non-operator) ------------------------------------
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// Rate-limited light replies to ordinary players. Spam guard is intentional:
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// the chat rate limit catches outbound flooding; this one prevents replying
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// to every greeting in a busy room.
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let lastPlayerReplyAt = 0;
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const PLAYER_REPLY_COOLDOWN_MS = 30_000;
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const GREETING_RE = /\b(hi|hello|hey|yo|sup|hola|привет|здаров|здарова|здорова|здравствуй|здравствуйте|салам)\b/i;
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function maybeReplyToPlayer(username, text) {
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if (!bot) return;
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const lower = text.trim().toLowerCase();
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const botname = bot.username.toLowerCase();
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const addressed = lower.includes(botname);
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if (!addressed && !GREETING_RE.test(lower)) return;
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const since = Date.now() - lastPlayerReplyAt;
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if (since < PLAYER_REPLY_COOLDOWN_MS) return;
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lastPlayerReplyAt = Date.now();
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// Pick a small canned response. Non-operator chat is dialog-only by design
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// — we don't act on player verbs, we just acknowledge presence.
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const replies = ["yo", "hey", "hi", "привет"];
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const reply = replies[Math.floor(Math.random() * replies.length)];
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botChat(`${username}: ${reply}`);
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}
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// ---- operator chat commands ------------------------------------------------
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function isOperator(username) {
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@@ -333,6 +360,12 @@ function connect() {
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} catch (e) {
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warn("operator", `handler threw: ${e.message}`);
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}
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} else {
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try {
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maybeReplyToPlayer(username, message);
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} catch (e) {
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warn("chat", `player reply handler threw: ${e.message}`);
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}
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}
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});
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@@ -416,6 +449,10 @@ function tick() {
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if (bot && bot.entity) {
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lastSnapshot = buildSnapshot(bot);
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lastSnapshot.pendingProposals = listProposals().length;
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lastSnapshot.lastReflex = reflexCtx.lastReflex ?? null;
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lastSnapshot.busy = reflexCtx.busy
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? { label: reflexCtx.currentActionLabel ?? "?" }
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: null;
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reflexCtx.snapshot = lastSnapshot;
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if (!reflexPaused) {
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const result = runTick(reflexCtx);
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+86
-15
@@ -7,7 +7,7 @@
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// escalates to Pi after a threshold (see ESCALATE_AFTER_NOOPS).
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import { info, warn } from "./log.js";
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import { attackNearest, fleeFrom, eatBestFood, sleepInBed, goTo } from "./actions.js";
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import { attackNearest, fleeFrom, eatBestFood, sleepInBed, goTo, chopNearestTree, wander } from "./actions.js";
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const REFLEX_LOG = "reflex";
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@@ -54,9 +54,13 @@ function defendReflex(ctx) {
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const dist = s.closestHostile.distance;
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const lowHp = (s.health ?? 20) <= 8;
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// Two regimes:
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// Three regimes — tightened to avoid the "82 distant hostiles → constant
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// flee" pathology observed at this spawn:
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// - within 4m: melee attack
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// - 4-12m and either low HP or many hostiles: flee
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// - within 8m (and visibly hostile to us): flee
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// - low-HP fallback: flee anything within 12m
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// Anything beyond 8m with full HP is ignored regardless of how many
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// hostiles the perceive snapshot enumerates.
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if (dist <= 4) {
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ctx.dispatch(
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() => attackNearest(ctx.bot, s.closestHostile.name),
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@@ -64,17 +68,28 @@ function defendReflex(ctx) {
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);
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return { action: "dispatched", kind: "defend-attack", label: s.closestHostile.name };
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}
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if (dist <= 12 && (lowHp || (s.hostileCount ?? 0) >= 3)) {
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const fromEntity = Object.values(ctx.bot.entities).find(
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(e) => e.name === s.closestHostile.name && e.position && Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
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);
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ctx.dispatch(
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() => fleeFrom(ctx.bot, fromEntity, 16),
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`flee from ${s.closestHostile.name}`,
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);
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return { action: "dispatched", kind: "defend-flee", label: s.closestHostile.name };
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const shouldFlee = (dist <= 8) || (lowHp && dist <= 12);
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if (!shouldFlee) return { action: "noop" };
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// Cooldown — if we just fled from this same mob type and it didn't work
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// (timed out), don't immediately re-fire. Let other reflexes run.
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const lastFlee = ctx.lastFleeAttempt;
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if (lastFlee && lastFlee.name === s.closestHostile.name && Date.now() - lastFlee.ts < 60_000) {
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return { action: "noop" };
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}
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return { action: "noop" };
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ctx.lastFleeAttempt = { name: s.closestHostile.name, ts: Date.now() };
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const fromEntity = Object.values(ctx.bot.entities).find(
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(e) =>
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e.name === s.closestHostile.name &&
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e.position &&
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Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
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);
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ctx.dispatch(
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() => fleeFrom(ctx.bot, fromEntity, 16),
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`flee from ${s.closestHostile.name}`,
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);
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return { action: "dispatched", kind: "defend-flee", label: s.closestHostile.name };
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}
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// ---- eat -------------------------------------------------------------------
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@@ -107,9 +122,10 @@ function sleepReflex(ctx) {
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if (!s.connected) return { action: "noop" };
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if (s.isDay) return { action: "noop" };
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if (s.closestHostile && s.closestHostile.distance < 8) return { action: "noop" }; // not safe
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// Cooldown — don't retry sleep more than once per 30s if it failed.
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// Longer cooldown after a failure — if there's no bed nearby, retrying
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// every 30s blocks autonomous behaviour without ever succeeding.
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const since = Date.now() - (ctx.lastSleepAttemptAt ?? 0);
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if (since < 30_000) return { action: "noop" };
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if (since < 5 * 60_000) return { action: "noop" };
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ctx.lastSleepAttemptAt = Date.now();
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ctx.dispatch(
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@@ -125,6 +141,59 @@ function sleepReflex(ctx) {
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return { action: "dispatched", kind: "sleep", label: "night" };
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}
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// ---- autonomous "live your best life" --------------------------------------
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// Triggered when no reactive reflex (operator/defend/eat/sleep) wants to act.
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// Picks ONE small proactive action and runs it. Cooldown so we don't fire on
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// every 3s tick — actions take 15-45s themselves and we want some breathing
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// room between them.
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const AUTONOMOUS_COOLDOWN_MS = 10_000;
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function autonomousReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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// Only suppress autonomous work at night when a hostile is in actual reach
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// (within 16m). Distant mobs the perception layer happens to enumerate
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// don't count — at this spawn there can be 80+ mobs visible but irrelevant
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// to local action.
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const nightClose = !s.isDay && s.closestHostile && s.closestHostile.distance <= 16;
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if (nightClose) return { action: "noop" };
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const since = Date.now() - (ctx.lastAutonomousAt ?? 0);
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if (since < AUTONOMOUS_COOLDOWN_MS) return { action: "noop" };
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ctx.lastAutonomousAt = Date.now();
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// What to do: gather wood until we have a small stockpile, then wander a
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// bit to find new chunks. If a recent chop attempt reported "no reachable
|
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// log", switch to wander for the next 60s — chopping the same not-found
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// position over and over is what the user observed live.
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const inv = s.inventory ?? {};
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const logCount = Object.entries(inv)
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.filter(([name]) => name.endsWith("_log"))
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.reduce((sum, [, n]) => sum + n, 0);
|
||||
|
||||
const noTreesRecently = ctx.noTreesUntil && Date.now() < ctx.noTreesUntil;
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const wantChop = logCount < 16 && !noTreesRecently;
|
||||
if (wantChop) {
|
||||
ctx.dispatch(() => chopNearestTree(ctx.bot), "chop tree", {
|
||||
onComplete: (res) => {
|
||||
if (res.ok) {
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info(REFLEX_LOG, `chopped ${res.detail?.logType ?? "log"}`);
|
||||
ctx.noTreesUntil = 0; // success ⇒ trees exist around us
|
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} else if (typeof res.detail === "string" && res.detail.includes("no reachable")) {
|
||||
// No log within 32 blocks of the current position. Don't try
|
||||
// again for 60s — wander first to find a new biome / chunk.
|
||||
ctx.noTreesUntil = Date.now() + 60_000;
|
||||
}
|
||||
},
|
||||
});
|
||||
return { action: "dispatched", kind: "autonomous-chop", label: "chop tree" };
|
||||
}
|
||||
ctx.dispatch(() => wander(ctx.bot, 16), "wander", {});
|
||||
return { action: "dispatched", kind: "autonomous-wander", label: "wander" };
|
||||
}
|
||||
|
||||
// ---- idle ------------------------------------------------------------------
|
||||
|
||||
function idleReflex(ctx) {
|
||||
@@ -144,6 +213,7 @@ const REFLEXES = [
|
||||
{ name: "defend", fn: defendReflex },
|
||||
{ name: "eat", fn: eatReflex },
|
||||
{ name: "sleep", fn: sleepReflex },
|
||||
{ name: "autonomous", fn: autonomousReflex },
|
||||
{ name: "idle", fn: idleReflex },
|
||||
];
|
||||
|
||||
@@ -161,6 +231,7 @@ export function runTick(ctx) {
|
||||
continue;
|
||||
}
|
||||
if (!outcome || outcome.action === "noop") continue;
|
||||
ctx.lastReflex = { name: reflex.name, label: outcome.label ?? outcome.kind, ts: Date.now() };
|
||||
return { reflex: reflex.name, ...outcome };
|
||||
}
|
||||
return null;
|
||||
|
||||
+20
@@ -123,10 +123,30 @@ function StatusBar({ snapshot, paused, connectedToBot }: { snapshot: Snapshot; p
|
||||
{snapshot.closestHostile ? ` closest=${snapshot.closestHostile.name}@${snapshot.closestHostile.distance}m` : ""}
|
||||
{snapshot.pendingProposals ? <Text color="magenta" bold>{` [proposals ${snapshot.pendingProposals}, press y]`}</Text> : null}
|
||||
</Text>
|
||||
<Text>
|
||||
{snapshot.busy ? (
|
||||
<Text color="cyan">▸ busy: {snapshot.busy.label}</Text>
|
||||
) : snapshot.lastReflex ? (
|
||||
<Text dimColor>
|
||||
last reflex: {snapshot.lastReflex.name}
|
||||
{snapshot.lastReflex.label ? ` (${snapshot.lastReflex.label})` : ""}{" "}
|
||||
{snapshot.lastReflex.ts ? formatAge(snapshot.lastReflex.ts) : ""}
|
||||
</Text>
|
||||
) : (
|
||||
<Text dimColor>no reflex action yet</Text>
|
||||
)}
|
||||
</Text>
|
||||
</Box>
|
||||
);
|
||||
}
|
||||
|
||||
function formatAge(tsMs: number): string {
|
||||
const ageMs = Date.now() - tsMs;
|
||||
if (ageMs < 60_000) return `${Math.floor(ageMs / 1000)}s ago`;
|
||||
if (ageMs < 3600_000) return `${Math.floor(ageMs / 60_000)}m ago`;
|
||||
return `${Math.floor(ageMs / 3600_000)}h ago`;
|
||||
}
|
||||
|
||||
function ProposalPanel({
|
||||
proposal,
|
||||
onClose,
|
||||
|
||||
Reference in New Issue
Block a user