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:
Yuriy Mayatnikov
2026-05-25 16:40:36 +03:00
committed by GitHub
co-authored by mayatnikov Claude Opus 4.7
parent 445524b34d
commit f5361ad9a4
4 changed files with 290 additions and 16 deletions
+147 -1
View File
@@ -29,6 +29,24 @@ function ensurePathfinder(bot) {
pluginLoaded.add(bot);
}
// Each action that uses pathfinder should set its own Movements profile
// before calling goto — otherwise it inherits whatever the previous caller
// left set, which has caused live regressions (e.g. flee setting canDig=false,
// then a later chop inheriting the same restrictive profile).
function setMovementsForGather(bot) {
const m = new Movements(bot);
m.canDig = true; // chopping is the entire point
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
function setMovementsForTravel(bot) {
const m = new Movements(bot);
m.canDig = true; // dig through leaves rather than get stuck
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
// ---- combat ----------------------------------------------------------------
const MELEE_WEAPONS = [
@@ -96,8 +114,12 @@ export async function fleeFrom(bot, fromEntity, distance = 16) {
const ty = Math.round(here.y);
info("action", `flee: from=${fromEntity?.name ?? "?"}${tx},${ty},${tz}`);
// canDig:true here is deliberate — without it the bot gets permanently
// stuck in dense tree canopy (observed live: bot perched at Y=85 inside
// dark-oak leaves, every flee timed out for hours). We accept the risk of
// chopping through scenery while panicking; it's how a player would react.
const movements = new Movements(bot);
movements.canDig = false;
movements.canDig = true;
movements.allow1by1towers = false;
bot.pathfinder.setMovements(movements);
@@ -194,6 +216,7 @@ export async function sleepInBed(bot) {
if (bedBlock) {
info("action", `sleep: nearest bed at ${bedBlock.position.x},${bedBlock.position.y},${bedBlock.position.z}`);
ensurePathfinder(bot);
setMovementsForTravel(bot);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(bedBlock.position.x, bedBlock.position.y, bedBlock.position.z, 2)),
@@ -214,10 +237,133 @@ export async function sleepInBed(bot) {
return { ok: false, detail: "no bed in range and won't place blindly" };
}
// ---- gathering -------------------------------------------------------------
const LOG_NAMES = [
"oak_log",
"dark_oak_log",
"spruce_log",
"birch_log",
"jungle_log",
"acacia_log",
"mangrove_log",
"cherry_log",
"pale_oak_log",
];
const AXE_NAMES = [
"netherite_axe",
"diamond_axe",
"iron_axe",
"stone_axe",
"golden_axe",
"wooden_axe",
];
async function equipBestAxe(bot) {
for (const name of AXE_NAMES) {
const item = bot.inventory.items().find((i) => i.name === name);
if (item) {
try {
await bot.equip(item, "hand");
return name;
} catch {}
}
}
return null;
}
// Per-bot blacklist of (x,y,z) positions that pathfinder failed to reach
// recently. Cleared after BLACKLIST_TTL_MS so the bot can retry if the world
// has changed (a player chopped a path, the tree fell to natural decay, etc).
const chopBlacklist = new WeakMap(); // bot → Map<"x,y,z", expireMs>
const BLACKLIST_TTL_MS = 5 * 60_000;
function getBlacklist(bot) {
let m = chopBlacklist.get(bot);
if (!m) {
m = new Map();
chopBlacklist.set(bot, m);
}
// Sweep expired entries on each lookup — small, cheap.
const now = Date.now();
for (const [k, exp] of m) if (exp < now) m.delete(k);
return m;
}
export async function chopNearestTree(bot) {
const blacklist = getBlacklist(bot);
// findBlock invokes the matcher for blocks that pass the maxDistance
// pre-filter; in dense areas some have a synthetic shape with no
// `.position`. Guard or we crash before we even start pathfinding.
const log = bot.findBlock({
matching: (b) => {
if (!b || !b.position || !LOG_NAMES.includes(b.name)) return false;
const key = `${b.position.x},${b.position.y},${b.position.z}`;
return !blacklist.has(key);
},
maxDistance: 32,
});
if (!log) return { ok: false, detail: "no reachable log within 32 blocks" };
ensurePathfinder(bot);
setMovementsForGather(bot);
const axe = await equipBestAxe(bot);
info(
"action",
`chop: ${log.name} at ${log.position.x},${log.position.y},${log.position.z} (tool=${axe ?? "fists"})`,
);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalGetToBlock(log.position.x, log.position.y, log.position.z)),
45_000,
"pathToLog",
);
await withTimeout(bot.dig(log), 30_000, "digLog");
// Walk over the dropped item briefly (collectblock plugin would do this
// for us, but a simple sleep-then-resume is enough for now).
await new Promise((r) => setTimeout(r, 1200));
return { ok: true, detail: { logType: log.name, at: log.position } };
} catch (e) {
warn("action", `chop failed: ${e.message}`);
const key = `${log.position.x},${log.position.y},${log.position.z}`;
blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
return { ok: false, detail: e.message, blacklisted: log.position };
}
}
// ---- exploration -----------------------------------------------------------
export async function wander(bot, radius = 12) {
ensurePathfinder(bot);
setMovementsForTravel(bot);
// Pick a random offset that's at least 6 blocks away — small enough to be
// safe, large enough to not be a no-op when we're stuck on the same block.
const here = bot.entity.position;
const angle = Math.random() * Math.PI * 2;
const dist = 6 + Math.random() * (radius - 6);
const tx = Math.round(here.x + Math.cos(angle) * dist);
const tz = Math.round(here.z + Math.sin(angle) * dist);
const ty = Math.round(here.y);
info("action", `wander: → ${tx},${ty},${tz} (dist=${dist.toFixed(1)})`);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 2)),
30_000,
`wander(${tx},${tz})`,
);
return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
} catch (e) {
warn("action", `wander failed: ${e.message}`);
return { ok: false, detail: e.message };
}
}
// ---- navigation (for operator come/follow) --------------------------------
export async function goTo(bot, x, y, z, minDistance = 2) {
ensurePathfinder(bot);
setMovementsForTravel(bot);
info("action", `goTo: ${x},${y},${z} (min ${minDistance})`);
try {
await withTimeout(
+37
View File
@@ -233,6 +233,33 @@ function maybeFileProposal(label) {
appendDiary(`proposal filed: ${filename} (${summary})`);
}
// ---- player chat replies (non-operator) ------------------------------------
// Rate-limited light replies to ordinary players. Spam guard is intentional:
// the chat rate limit catches outbound flooding; this one prevents replying
// to every greeting in a busy room.
let lastPlayerReplyAt = 0;
const PLAYER_REPLY_COOLDOWN_MS = 30_000;
const GREETING_RE = /\b(hi|hello|hey|yo|sup|hola|привет|здаров|здарова|здорова|здравствуй|здравствуйте|салам)\b/i;
function maybeReplyToPlayer(username, text) {
if (!bot) return;
const lower = text.trim().toLowerCase();
const botname = bot.username.toLowerCase();
const addressed = lower.includes(botname);
if (!addressed && !GREETING_RE.test(lower)) return;
const since = Date.now() - lastPlayerReplyAt;
if (since < PLAYER_REPLY_COOLDOWN_MS) return;
lastPlayerReplyAt = Date.now();
// Pick a small canned response. Non-operator chat is dialog-only by design
// — we don't act on player verbs, we just acknowledge presence.
const replies = ["yo", "hey", "hi", "привет"];
const reply = replies[Math.floor(Math.random() * replies.length)];
botChat(`${username}: ${reply}`);
}
// ---- operator chat commands ------------------------------------------------
function isOperator(username) {
@@ -333,6 +360,12 @@ function connect() {
} catch (e) {
warn("operator", `handler threw: ${e.message}`);
}
} else {
try {
maybeReplyToPlayer(username, message);
} catch (e) {
warn("chat", `player reply handler threw: ${e.message}`);
}
}
});
@@ -416,6 +449,10 @@ function tick() {
if (bot && bot.entity) {
lastSnapshot = buildSnapshot(bot);
lastSnapshot.pendingProposals = listProposals().length;
lastSnapshot.lastReflex = reflexCtx.lastReflex ?? null;
lastSnapshot.busy = reflexCtx.busy
? { label: reflexCtx.currentActionLabel ?? "?" }
: null;
reflexCtx.snapshot = lastSnapshot;
if (!reflexPaused) {
const result = runTick(reflexCtx);
+86 -15
View File
@@ -7,7 +7,7 @@
// escalates to Pi after a threshold (see ESCALATE_AFTER_NOOPS).
import { info, warn } from "./log.js";
import { attackNearest, fleeFrom, eatBestFood, sleepInBed, goTo } from "./actions.js";
import { attackNearest, fleeFrom, eatBestFood, sleepInBed, goTo, chopNearestTree, wander } from "./actions.js";
const REFLEX_LOG = "reflex";
@@ -54,9 +54,13 @@ function defendReflex(ctx) {
const dist = s.closestHostile.distance;
const lowHp = (s.health ?? 20) <= 8;
// Two regimes:
// Three regimes — tightened to avoid the "82 distant hostiles → constant
// flee" pathology observed at this spawn:
// - within 4m: melee attack
// - 4-12m and either low HP or many hostiles: flee
// - within 8m (and visibly hostile to us): flee
// - low-HP fallback: flee anything within 12m
// Anything beyond 8m with full HP is ignored regardless of how many
// hostiles the perceive snapshot enumerates.
if (dist <= 4) {
ctx.dispatch(
() => attackNearest(ctx.bot, s.closestHostile.name),
@@ -64,17 +68,28 @@ function defendReflex(ctx) {
);
return { action: "dispatched", kind: "defend-attack", label: s.closestHostile.name };
}
if (dist <= 12 && (lowHp || (s.hostileCount ?? 0) >= 3)) {
const fromEntity = Object.values(ctx.bot.entities).find(
(e) => e.name === s.closestHostile.name && e.position && Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
);
ctx.dispatch(
() => fleeFrom(ctx.bot, fromEntity, 16),
`flee from ${s.closestHostile.name}`,
);
return { action: "dispatched", kind: "defend-flee", label: s.closestHostile.name };
const shouldFlee = (dist <= 8) || (lowHp && dist <= 12);
if (!shouldFlee) return { action: "noop" };
// Cooldown — if we just fled from this same mob type and it didn't work
// (timed out), don't immediately re-fire. Let other reflexes run.
const lastFlee = ctx.lastFleeAttempt;
if (lastFlee && lastFlee.name === s.closestHostile.name && Date.now() - lastFlee.ts < 60_000) {
return { action: "noop" };
}
return { action: "noop" };
ctx.lastFleeAttempt = { name: s.closestHostile.name, ts: Date.now() };
const fromEntity = Object.values(ctx.bot.entities).find(
(e) =>
e.name === s.closestHostile.name &&
e.position &&
Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
);
ctx.dispatch(
() => fleeFrom(ctx.bot, fromEntity, 16),
`flee from ${s.closestHostile.name}`,
);
return { action: "dispatched", kind: "defend-flee", label: s.closestHostile.name };
}
// ---- eat -------------------------------------------------------------------
@@ -107,9 +122,10 @@ function sleepReflex(ctx) {
if (!s.connected) return { action: "noop" };
if (s.isDay) return { action: "noop" };
if (s.closestHostile && s.closestHostile.distance < 8) return { action: "noop" }; // not safe
// Cooldown — don't retry sleep more than once per 30s if it failed.
// Longer cooldown after a failure — if there's no bed nearby, retrying
// every 30s blocks autonomous behaviour without ever succeeding.
const since = Date.now() - (ctx.lastSleepAttemptAt ?? 0);
if (since < 30_000) return { action: "noop" };
if (since < 5 * 60_000) return { action: "noop" };
ctx.lastSleepAttemptAt = Date.now();
ctx.dispatch(
@@ -125,6 +141,59 @@ function sleepReflex(ctx) {
return { action: "dispatched", kind: "sleep", label: "night" };
}
// ---- autonomous "live your best life" --------------------------------------
// Triggered when no reactive reflex (operator/defend/eat/sleep) wants to act.
// Picks ONE small proactive action and runs it. Cooldown so we don't fire on
// every 3s tick — actions take 15-45s themselves and we want some breathing
// room between them.
const AUTONOMOUS_COOLDOWN_MS = 10_000;
function autonomousReflex(ctx) {
const s = ctx.snapshot;
if (!s.connected) return { action: "noop" };
// Only suppress autonomous work at night when a hostile is in actual reach
// (within 16m). Distant mobs the perception layer happens to enumerate
// don't count — at this spawn there can be 80+ mobs visible but irrelevant
// to local action.
const nightClose = !s.isDay && s.closestHostile && s.closestHostile.distance <= 16;
if (nightClose) return { action: "noop" };
const since = Date.now() - (ctx.lastAutonomousAt ?? 0);
if (since < AUTONOMOUS_COOLDOWN_MS) return { action: "noop" };
ctx.lastAutonomousAt = Date.now();
// What to do: gather wood until we have a small stockpile, then wander a
// bit to find new chunks. If a recent chop attempt reported "no reachable
// log", switch to wander for the next 60s — chopping the same not-found
// position over and over is what the user observed live.
const inv = s.inventory ?? {};
const logCount = Object.entries(inv)
.filter(([name]) => name.endsWith("_log"))
.reduce((sum, [, n]) => sum + n, 0);
const noTreesRecently = ctx.noTreesUntil && Date.now() < ctx.noTreesUntil;
const wantChop = logCount < 16 && !noTreesRecently;
if (wantChop) {
ctx.dispatch(() => chopNearestTree(ctx.bot), "chop tree", {
onComplete: (res) => {
if (res.ok) {
info(REFLEX_LOG, `chopped ${res.detail?.logType ?? "log"}`);
ctx.noTreesUntil = 0; // success ⇒ trees exist around us
} else if (typeof res.detail === "string" && res.detail.includes("no reachable")) {
// No log within 32 blocks of the current position. Don't try
// again for 60s — wander first to find a new biome / chunk.
ctx.noTreesUntil = Date.now() + 60_000;
}
},
});
return { action: "dispatched", kind: "autonomous-chop", label: "chop tree" };
}
ctx.dispatch(() => wander(ctx.bot, 16), "wander", {});
return { action: "dispatched", kind: "autonomous-wander", label: "wander" };
}
// ---- idle ------------------------------------------------------------------
function idleReflex(ctx) {
@@ -144,6 +213,7 @@ const REFLEXES = [
{ name: "defend", fn: defendReflex },
{ name: "eat", fn: eatReflex },
{ name: "sleep", fn: sleepReflex },
{ name: "autonomous", fn: autonomousReflex },
{ name: "idle", fn: idleReflex },
];
@@ -161,6 +231,7 @@ export function runTick(ctx) {
continue;
}
if (!outcome || outcome.action === "noop") continue;
ctx.lastReflex = { name: reflex.name, label: outcome.label ?? outcome.kind, ts: Date.now() };
return { reflex: reflex.name, ...outcome };
}
return null;
+20
View File
@@ -123,10 +123,30 @@ function StatusBar({ snapshot, paused, connectedToBot }: { snapshot: Snapshot; p
{snapshot.closestHostile ? ` closest=${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,