* feat(v0.4.0): vNext — closed-loop world model + settlement contract
Implements the vNext architecture from the research doc: demote the noisy
multi-rail planner in favour of a closed loop (world truth → invariant check)
plus a single utility-driven goal authority.
L1 services (fix no_drop / silent pathfinder hang first):
- InventoryLedger: diff-based "did I actually get it" verifier; acquire-food
now confirms via ledger.gainedSince instead of the unreliable count/event.
- MotionService.gotoSafe: wall-clock timeout + progress watchdog +
path_update(noPath/timeout) → structured {reached|stuck|timeout|nopath}.
L3 plan — unify the three competing rails (curriculum/manifesto/storyline):
- Settlement Contract: ordered M0–M9 milestones, each invariant-checked
against an authoritative world view (early steps delegate to the proven
curriculum; late game adds farming).
- InvariantChecker + predicate library; GoalManager selects the lowest unmet
milestone via utility argmax (food-urgency preempts, DEPS-style).
- Wired into the scheduler: bot.js precomputes snapshot.contract; reflex.js
consumes it in place of the storyline rail. Manifesto L0 still preempts.
Eval + robustness:
- Village Score (single 0..1 metric) on the snapshot + TUI "build" line.
- survive.dig-in skill + dusk_dig_in mode (exposed at night, no bed → cover).
- approach_block helper (GoalNear + lookAt, avoids GoalLookAtBlock #341).
+28 new tests (450 total green). LLM remains entirely off the tick path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.4.0): finish vNext plan — anti-loop, skill-graph, worldDelta diff, flee→motion
Completes the remaining v0.4.0 plan items and one fix motivated by a live
in-game observation (flee hanging 30s against a persistent zombie).
- flee → MotionService.gotoSafe: structured {stuck|timeout|nopath} in ~4s with
a blind-retreat fallback, instead of the observed 30s pathfinder hang + 3
watchdog replans. Movements setup guarded so it is unit-testable.
- QW5 anti-loop (runtime/anti-loop.js): same skill failing >=3x in 5min →
30min blacklist (reflex shouldSkip) + one-shot improvement_request
(bot.js drainFired -> writeProposal).
- 4.1 closed-loop worldDelta: runSkill snapshots inventory before execute and
attaches the real delta (_invObserved) to every successful result; opt-in
skill.expectGain asserts the claimed gain or returns world_unchanged.
- 3.6 skill-graph (Plan4MC): declarative requires/produces for ~20 skills;
prerequisitesMet/canRun/runnableFrontier; GoalManager annotates suggestions
with blockedBy when prereqs are unmet.
+22 tests (472 total green). Live smoke confirmed dig-in works and no new
errors; flee loop is what this commit's flee migration addresses.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
---------
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
Three live-verification surfaces on top of v0.1.0:
1. cmd:screenshot { reason?, frames? } → runtime/viewer.takeScreenshot
- Headless POV render via prismarine-viewer.headless to
state/<host>/screenshots/<ISO>-<reason>.mp4 (1 frame ≈ ~10 KB).
- Lazy-loads the heavy GL stack on first call so the bot doesn't pay
the cost on startup or in TUI-only sessions.
- Returns { ok, path, error } over IPC LOG event.
- Known limitation: needs node-canvas. node-canvas v3 (current npm
default) is incompatible with prismarine-viewer's API; v2 doesn't
build under Node 24 (node-pre-gyp fail). So today the feature is
wired and the IPC contract is stable, but the underlying render
fails fast with "createCanvas is not a function". A future cleanup
can either fork the renderer or pin a Node 20 toolchain.
2. cmd:force-incident { kind?, reason? } → filePostCritique path
- Operator-triggered demo of the critic → proposal → auto-improve →
auto-patch chain. Was previously only observable when the bot
genuinely got stuck. Now a single IPC call exercises the full
loop on demand.
- Verified live 2026-05-26: critic call returned a real, useful
critique ("attack zombie returns done while target is alive →
blocks gather.logs"), proposal landed with all sections including
the Critic block, auto-improve picked it up within 10 s.
3. prismarine-viewer + canvas added to dependencies so npm install
builds the deps once and the IPC surface is always available.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* fix(mindcraft-skills): hard timeout on every skill call
mc_avoid_enemies (and 7 other tools) wrapped only in safeCall without a
withTimeout. When mindcraft's underlying pathfinder/pvp goal couldn't be
satisfied, the call never resolved — the Pi tick loop blocked forever.
Observed live: mc_avoid_enemies pending >10 minutes after one mc_observe.
safeCall now takes timeoutMs (default 30s) and wraps withTimeout itself,
so every tool gets a hard ceiling. Per-tool overrides:
- goToPosition / goToNearestBlock: 120s / 90s (unchanged from before)
- defendSelf / avoidEnemies: 45s
- stay: secs*1000 + 10s
- craft / consume / pickup / place: 30s
- equip: 15s
collectBlock still uses its bespoke per-iter 75s loop.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* feat(runtime): script-driven reflex daemon + Ink TUI dashboard
Pure-Pi runtime had three failure modes in practice:
- slow: 20-60s per decision because LLM was in the hot path
- expensive: every tick (defend, eat, idle) paid for a reasoning pass
- invisible: required tmux capture-pane to know what the bot was doing
New runtime/ layer is a long-running Node daemon that owns the MC
connection, ticks a priority-ordered reflex chain (defend > eat > sleep
> idle) with NO LLM in the hot path, and exposes status + commands over
a Unix-socket IPC. tui/ is an Ink dashboard that attaches over IPC and
can detach freely — multiple TUI clients can connect at once.
Pi/Codex are still available, but as on-demand escalation: TUI hotkey
'a' spawns `pi -p "<prompt>"` as a subprocess and streams stdout into
the dashboard. The self-improvement loop (proposals → operator approval
→ Pi-driven patch → hot reload) is documented in docs/runtime.md but
not yet wired.
Reflex bodies are stubs today — they log decisions but don't drive
Mineflayer actions yet. The priority chain, IPC contract, and TUI are
fully working; subsequent commits will fill in defend/eat/sleep bodies
and wire automatic escalation.
Run with `npm run bot` + `npm run tui`. Pi-only fallback stays at
`npm run agent`.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The bot was acting blind: it knew its own coordinates but nothing about
what was around it. mc_goto's over-strict safety guards refused every
real path. mc_dig was too low-level to drive a coherent farming loop.
The result: 4+ hours of "trying" with zero physical achievement.
This commit reframes the bridge around a perceive→decide→act loop using
proven primitives from Mindcraft (github.com/kolbytn/mindcraft, MIT —
LICENSE-MINDCRAFT vendored beside the library files).
Changes:
- extensions/lib/ (new, vendored from Mindcraft with attribution)
- world.js (431 LoC) — 21 perception functions: getNearbyBlockTypes,
getNearbyEntities, getInventoryCounts, getNearestBlock, getPosition,
getBiomeName, etc.
- skills.js (2093 LoC) — 30+ action primitives: collectBlock, placeBlock,
goToPosition, goToNearestBlock, craftRecipe, equip, consume,
defendSelf, avoidEnemies, pickupNearbyItems, stay, etc.
- mcdata.js (~600 LoC) — Mindcraft's mc-data adapter. Imports patched
to local paths; mineflayer-auto-eat removed (our installed 5.x has
a divergent API; skills.consume() falls back to bot.consume()).
Added attachPluginsAndInit(bot) export so mineflayer-bridge.ts can
wire plugins onto its externally-created bot.
- settings.js — minimal stub with farmer-bot defaults.
- extensions/mindcraft-skills.ts (new, 406 LoC) — Pi extension registering
15 high-level tools on top of the vendored library:
- Perception: mc_observe, mc_inventory, mc_nearby_blocks, mc_nearby_entities
- Action: mc_collect_block, mc_place_block, mc_go_to, mc_go_to_block,
mc_craft, mc_equip, mc_consume, mc_defend_self, mc_avoid_enemies,
mc_stay, mc_pickup_nearby
ES modules from extensions/lib/ are loaded via dynamic import() at
extension init so the cross-extension require()-race resolves cleanly.
- extensions/mineflayer-bridge.ts
- Expose the live Mineflayer bot on globalThis.__pepaPiBot so the
mindcraft-skills extension can use it (set on connect, cleared on
error/end/manual disconnect).
- Call attachPluginsAndInit(nextBot) right after createBot to load
pathfinder, pvp, collectblock, armorManager and prime
minecraft-data once login completes.
- package.json — new runtime deps: minecraft-data, vec3,
mineflayer-pvp, prismarine-item.
- AGENTS.md — new "Perception → decision → action" section before
"Your tools right now" with full tool catalog and a deprecation
note for the broken mc_goto / mc_build_pyramid_5x5 / low-level
mc_dig from the old bridge.
Smoke test (medium thinking): bot called mc_observe and received a
real JSON snapshot — nearbyBlocks listed coal_ore, oak_log, water,
sand; nearbyEntityTypes listed creeper, zombie, pillager, skeleton.
The bot can finally see what it could not see this morning.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pi only acts when prompted. New repo users (and the maintainer's future
self) shouldn't have to invent the kickoff message — pin it.
- prompts/bootstrap.md: the canonical first-run message, with rationale
for each clause and guidance for shorter subsequent prompts
- README quickstart: new "Send the first message" subsection that quotes
the bootstrap prompt verbatim and explains what the agent does next
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>