2 Commits
Author SHA1 Message Date
mayatnikovandClaude Opus 4.7 29542f0559 fix(runtime): unstick scheduler + chop + sleep + bed/shelter/farm skills
Recovers the bot from the live-server symptoms reported 2026-05-26:
1) constant supervisor reconnects, 2) chop "clicks once and stops",
3) sleep does nothing without a bed and so blocks night-skipping for
other players, 4) curriculum reflex always fell through to wander.

Supervisor (#38):
- runtime/watch-filter.js: pure predicate excluding *.test.js + the
  supervisor itself; recursive:true so skills/ + social/ edits also
  restart. Burned a working main once when test files counted toward
  the rollback threshold.
- runtime/supervisor.js: watch-triggered restarts no longer count
  toward the crash-loop rollback path. Watcher is now recursive.

Chop / mine (#39):
- runtime/actions.js + runtime/skills/gather-stone.js: replaced raw
  pathfinder.goto + bot.dig with mineflayer-collectblock's
  bot.collectBlock.collect — handles approach, repositioning, LoS,
  dig and pickup as one primitive. Old version "swung once" because
  GoalGetToBlock often parked the bot in leaves above the log.

Sleep + bed (#40):
- runtime/actions.js: sleepInBed now ALSO places a carried bed on
  solid ground next to the bot and sleeps on it. Critical so the bot
  stops blocking player night-skipping the moment it owns a bed.

Bed pipeline (#41):
- runtime/skills/gather-wool.js: gather.wool skill — mines wool block
  if any nearby, otherwise shears or attacks the nearest sheep.
- runtime/skills/craft.js: craftBedSkill (any colour the bot has ≥3
  wool of, plus 3 planks, plus a table).
- runtime/curriculum.js: new milestone survive.bed sits between
  wood.tools and stone.32 so the bot gets a bed BEFORE everything else.
  Test fixture updated to include a red_bed in post-survive.bed stages.

Village / shelter / wheat (#42, #43):
- runtime/skills/build-shelter.js: village.build-shelter — real 3×3×3
  resumable hut blueprint around the recorded base, places one block
  per loop, idempotent so an interrupted build resumes correctly,
  marks each placed block in the owned-blocks ledger.
- runtime/skills/deposit-surplus.js: village.deposit-surplus opens
  the nearest chest and transfers surplus stacks while keeping a
  reserve of tools/food/bed.
- runtime/skills/farm-wheat.js: farm.wheat does one step per call
  (till adjacent-to-water grass, plant seeds, or harvest ripe wheat).
- runtime/curriculum.js: village.shelter milestone after base-site.

Scheduler glitch (root of "always wander"):
- runtime/bot.js: curriculum + locations are now computed BEFORE
  runTick. Previously they were stamped AFTER, so reflex.js saw
  snapshot.curriculum=undefined every tick and fell through to the
  wander fallback. Verified live: scheduler now dispatches
  gather.logs/gather.stone/craft.* by id via runSkill.

Eat-spam:
- runtime/reflex.js: eatReflex now checks inventory for actual food
  and updates lastEatAt on EVERY dispatch (not only successes), so a
  failed eat respects the 5 s cooldown instead of firing every tick.

npm test 123/123. Validated live on play.xmatic.team (curriculum
dispatched gather.logs via runSkill, recover hint switched to wander
when no log in range).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 11:12:21 +03:00
ae7b4d89cb feat(runtime): early-game survival curriculum + stone/craft skills (Phase 3) (#15)
Phase 3 of plans/autonomous-survival-bot-prd.md. Gives the bot a
deterministic path from empty inventory through stone-tier tools and
basic storage, without an LLM call per tick.

New:
- runtime/curriculum.js: ordered milestone chooser
  (wood.16 → wood.planks-and-sticks → wood.tools → stone.32 →
   stone.tools → food.basic → storage.chest → shelter.torch). Each
  milestone exposes isDone(inventory, snapshot) and suggest() returning
  a { skillId } plan the scheduler can dispatch via runSkill. isDone
  uses "stage reached" escapes so progress is monotonic — crafting
  planks doesn't bounce the chooser back to "gather 16 logs".
- runtime/skills/gather-stone.js: gather.stone with pickaxe-required
  precondition, blacklist on failed paths, registry-aware matching
  (stone / cobblestone / deepslate / cobbled_deepslate / andesite /
  diorite / granite).
- runtime/skills/craft.js: factory + concrete skills for craft.planks,
  craft.sticks, craft.wooden-axe/-pickaxe/-sword, craft.stone-axe/
  -pickaxe/-sword, craft.furnace, craft.chest, craft.torch (torch
  requires coal or charcoal preflight).

Tests:
- runtime/curriculum.test.js: 14 tests covering chooser ordering,
  per-milestone skill suggestion, inventoryFull threshold, monotonic
  advancement across stage transitions.
- npm test now runs the full suite: 28/28 passing.

Wiring:
- runtime/bot.js: lastSnapshot.curriculum carries the next milestone
  + suggested skill on every tick; lastSnapshot.currentMilestone
  prefers the curriculum title over the planner.md line.
- tui/tui.tsx: milestone line shows the curriculum's suggested skill
  and an [inventory full] flag when isInventoryFull fires.

Reflex.js still calls actions.js directly; wiring the scheduler to
runSkill(plan.skillId, …) lands in Phase 4.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:23:33 +03:00