Adds a reactive layer on top of the polling reflex. The bot now
notices environmental shocks (forced moves, HP plunges, hostile
spawns) within ~100ms instead of waiting for the next DISPATCH tick,
and the in-flight skill is preempted so the next reflex cycle can
re-plan against the current world state.
This is the rc that wires the "rc.1 plumbing + rc.2 manifesto" into
a feedback loop:
- awareness fires preempt → dispatch aborts
- reflex tick re-evaluates → manifesto walks the ladder
- new dispatch picks the right skill for the new world state
Pieces:
- runtime/awareness/events.js (new) — bot.on listeners:
- move: single-tick Δposition ≥ 5 blocks → forced_move flag + preempt
- health: HP drop ≥ 2 → health_plunge flag + preempt
- entitySpawn: hostile mob within 12 blocks → hostile_added + preempt
- blockUpdate: nearby block change → env_changed flag (no preempt,
throttled 800ms; otherwise gather skills would self-preempt
every dig)
- runtime/skills/index.js — RUNNER_CODES.PREEMPTED + raceWithAbort()
wraps every execute() against ctx.abortSignal. Existing skills get
preemption for free; they don't have to check the signal manually.
- runtime/bot.js:
- dispatchAction creates a fresh AbortController per dispatch and
stores it on reflexCtx.currentAbort
- attachAwareness fires controller.abort() when something disrupts
the active skill; runSkill returns code: "preempted" and the
reflex moves on
- reflexCtx.lastPreempt records the most recent shock
Tests: 332 green (was 315 on rc.2, +17 new):
- runtime/awareness/events.test.js — 12 tests (each event type +
thresholds + throttling + passive-mob filter)
- runtime/skills/contract.test.js — 3 abortSignal tests
(mid-flight, pre-armed, clean signal)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* v0.2.0-rc.3: pillar-up escape + advice everywhere + danger POI
Closes the gap rc.2 left open. Live observation showed:
- Pi-coach extracted 5 high-quality lessons (do not explore.far at
night near zombies, etc.) but none of them fired (applied_count=0
across the board). Root cause: dispatcher consulted advice only on
the main curriculum path; the bot was falling into the wander/
explore.far FALLBACK after each gather attempt bailed, which
bypassed consult().
- Bot was wedged in a pit on (608, 90) with stone walls. recovery.
tunnel-out kept failing ("Digging aborted") because mining stone
with fists takes ~10s/block; pathfinder watchdog kills it.
This patch:
1. survive.pillar-up (runtime/skills/pillar-up.js) — new escape skill.
Places a placeable block under the bot and jumps onto it; repeats
up to 8 steps. No pickaxe required. Works in dirt/cobble/planks/
sand/gravel/wool/etc. The bot's vertical exit from any pit it can
stand in.
2. Wedged-emergency reflex (runtime/reflex.js). At the top of
curriculumReflex, if noProgressReason is wedged-like AND position
hasn't shifted ≥16 blocks in 60s AND no hostile in 6m AND pillar
block in inventory → dispatch survive.pillar-up. 2-min cooldown
between attempts.
3. consult() now also runs on the WANDER/explore.far fallback path
(runtime/reflex.js curriculumReflex). Pi-coach lessons can finally
take effect. If the fallback skill is overridden to a non-eligible
skill but the bot has a placeable block, falls back to pillar-up.
Outcomes feed reportAdviceOutcome so confidence stays grounded.
4. recordPOI("danger") on death (runtime/coach/postmortem.js). Spatial
memory now flags where the bot died, expires after 6h. POI table
was empty in rc.2.
5. SAFE_OVERRIDES extended (runtime/coach/advice.js): adds
survive.pillar-up and village.choose-base so coach lessons can
route there.
Tests: 255/255 green (+9 pillar-up).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* v0.2.0-rc.3 fixup: relax wedged-escape trigger
Drop the WEDGED_REASONS check — noProgressReason is a string that
may or may not be set when the bot is stuck. Fire pillar-up purely on
"no horizontal progress ≥ 60s, no hostile in 6m, placeable block in
inv". Pillar-up is a constructive no-op when it's not needed (places
one dirt under self) so the false-positive cost is small.
Live observation: rc.3 was deployed and bot was wedged with tunnel-out
repeatedly aborted on stone, but wedged-escape never fired because
the runtime's noProgressReason wasn't in my whitelist. Removing the
gate lets the trigger actually engage.
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>
Baseline for the v0.2.0 self-learning iteration. All 205 tests pass on this
state. Subsequent commits in this branch layer the knowledge base,
post-mortem coach, and persona narration on top.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Root cause of "bot just stands still": every gather.* skill was using
bot.findBlock({ matching: (b) => names.includes(b.name) }), and under
mineflayer 1.21.4 + ViaBackwards the Block objects fed into the
callback have a wrong .name field (Block.type / numeric id is still
correct — this is mineflayer issue #2347). Every search returned null,
every skill reported "no_target", reflex looped wander → tunnel-out
forever. The bot's logs said "dispatch ok" while the operator watched
it pace in circles.
Proven live with a new diag.match skill on play.xmatic.team:
findBlocks({matching: numericIds}) → 50 hits
findBlocks({matching: (b) => b.name === ...}) → 0 hits ← the bug
findBlock({matching: (b) => b.name === ...}) → null ← the bug
findBlock({matching: numericIds}) → dark_oak_log @ (606,62,110)
After this fix the same bot from the same spawn dispatches gather.logs
and reaches the chop loop ("chop: dark_oak_log at 606,62,110 (tool=fists)")
instead of returning "no reachable log within 64 blocks".
Changes:
- runtime/perception.js (new): findBlocksByName / findNearestBlockByName
centralise the numeric-id workaround for any future skill.
- runtime/actions.js: chopNearestTree, sleepInBed, placeCraftingTable now
use perception. Also load mineflayer-tool plugin alongside collectblock
(collectblock 1.6 hard-requires bot.tool to dispatch a dig).
- gather-stone, gather-wool, deposit-surplus rewritten to numeric-id
search. gather-wool also loads mineflayer-tool.
- diagnose-scan.js (new): two diagnostic skills — diag.scan reports
findBlocks counts per radius for common blocks; diag.match cross-tests
the four matcher styles so this regression can be re-proven on demand.
- runtime/skills/index.js: registers diag.scan + diag.match.
Memory: project_findblock_callback_broken_under_viabackwards.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pi-authored follow-up from a second auto-patch cycle — the original
"does not count jumping in place as escape" test forgot to provide a
dig() mock, so the in-place jump path crashed when the test exercised
escape-pit's "dig above" fallback. Adding the mock makes the test
actually verify the assertion it claims.
138/138 tests now.
Co-Authored-By: pepa_bot self-improvement loop <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two bugs the live self-improvement run exposed:
1) Auto-patch was spawned with detached:false, so when supervisor
restarted bot.js (file change after Pi's commit landed on the
auto branch), the auto-patch child was killed mid-way — Pi's
commit lived in the auto branch but never got cherry-picked.
Recovered manually this round via reflog + cherry-pick. Now
detached:true + child.unref() + a per-run log at
state/_auto-patch-last.log so the operator can read Pi's full
output later.
2) Pi's recovery-tunnel-out.test.js was created but not in npm test
script; tests would have stayed unrun forever. Added.
Also commits the Pi-authored skill (eb29591 cherry-picked):
- runtime/skills/recovery-tunnel-out.js (+ test)
- improvements to runtime/actions.js + runtime/skills/explore-far.js
- wired into runtime/skills/index.js
npm test 137/137.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes a structural gap: the bot now actually REMEMBERS what it
discovered and what it tried. Two stores live under state/<host>/ and
are wired in automatically.
runtime/world-journal.js
- Append-only JSONL of discovered points (chopped, placed, base,
shelter, farm, dead_end). Indexed by 16-block spatial grid; O(neighbors)
nearest() lookups; 6 h age prune; 10k line ceiling with trim.
- leanestQuadrant({x,z}) reports the quadrant the bot has the FEWEST
markers in — used by explore.far to circle rather than retread.
- summary() exposed for the stuck-incident proposal body.
runtime/scenario-memory.js
- Sliding window of (skillId, situationHash, code, ok, detail) tuples.
- situationHash() is a coarse fingerprint (16x8x16 cell + day/night +
food/hp bucket + inv key set + closest hostile). So "same kind of
place + same kind of state" matches.
- shouldSkip({skillId, situation}) → true after ≥3 failures within 30
min UNLESS a more-recent success in the same situation un-locks it.
- recentTailFor() exposed for the stuck-incident body.
Wiring (runtime/bot.js):
- dispatchAction captures situationHash BEFORE the action runs and
records (skillId, situation, code, ok) after — failures are attributed
to the dispatch-time state, not the partial-effect state.
- worldDelta fields (choppedAt, minedAt, placedAt, baseAt, shelterAt,
plantedAt, harvestedAt, tilledAt) auto-flow into the journal.
- no_target + silent_dig_failure also write dead_end markers.
Scheduler / skills now consume memory:
- reflex.js curriculum reflex calls memory.shouldSkip — if the same
(skill, situation) failed 3+ times recently, auto-converts to a
wander hint so the bot leaves and tries elsewhere.
- explore.far calls journal.leanestQuadrant when multiple cardinal
directions are walkable and prefers the less-explored one.
- gather.logs walks to the nearest known "chopped" bucket within 96
blocks before falling through to findBlock — chunks with confirmed
trees are more likely to yield another.
stuck-incident body now includes journal byKind + last 12 scenario
entries so Pi can write a structural fix, not just a guard clause.
Architecturally: this is the foundation for "bot rewrites itself".
The proposals Pi now receives carry real signal about what was tried
and what's around, instead of a single snapshot in isolation.
10 new tests (world-journal × 5, scenario-memory × 5). npm test 134/134.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
When probe-cardinal shows all 4 directions blocked (the bot is in a
1×1 pit, surrounded by leaves, or in a corridor corner), don't just
hold forward+jump — actually dig the block above the bot's head,
jump into the new gap, repeat up to 3 times. Both wander and
explore.far now call escapePit() in this branch.
Observed live: bot fell into a pit at (623,71,106) after first
explore.far and looped wedged-jump→still-wedged→wedged-jump for 60s
before this fix. With escape-pit, the bot now actually breaks out.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ground-truth finding (diag.physics):
forward N:0.03 E:3.38 S:0 W:3.26 → forward WORKS in unobstructed dirs
jump ΔY=1.25 → jump WORKS (vanilla height)
dig untested (no soft block within 6 of spawn)
So the bot CAN move and jump — the previous "stands still" symptom was
our wander/explore code picking blocked random angles and trusting a
pathfinder that times out on this server's terrain. Each retry just
picked another random direction, often the same blocked one.
- runtime/actions.js wander: probe 4 cardinal yaws for 800ms each,
measure actual Δ, commit to the best one for the remaining budget.
Falls back to "wedged-jump" (forward+jump 2.5s) only when ALL four
cardinals are <0.5 blocks.
- runtime/skills/explore-far.js: same probe-then-go shape, scaled to a
~48-block long walk in the best direction. Replaces the static
NE/SE/SW/NW quadrant rotation that ignored what was actually
walkable.
- runtime/movement-profiles.js: canDig back to true on gather/travel/
flee. The earlier "everything false" defensive default was based on
a wrong hypothesis (silent dig failure) — diag.physics + server-side
inspection (no anti-cheat plugin, spawn-protection=0) showed dig is
fine.
- runtime/compat.test.js: assertions follow profile defaults.
- runtime/skills/diagnose-physics.js: forward probe now tries 4
cardinals and returns trials + bestDir + bestDist so it can be used
to debug "wedged" reports later.
Verified live: bot now actually walks 47 blocks north after
probe.cardinal showed N:2.4 free. First end-to-end real movement on
play.xmatic.team since this session started.
npm test 124/124.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two-pronged response to user-confirmed "bot stands still, doesn't actually
chop" on play.xmatic.team:
1. Pin protocol — .env now sets MC_VERSION=1.21.4. minecraft-data has
wrong packet ID mappings for protocol 775 (server 26.1.2 via
ViaBackwards 5.9.1) — see mineflayer#3888 and #3717. 1.21.5 also has
an enchants decoder bug that breaks bot.dig. 1.21.4 is the last
protocol mineflayer 4.37.1 can speak cleanly through VIA.
2. Don't trust dig success — runtime/actions.js chopNearestTree and
runtime/skills/gather-stone.js now lookAt(face center)+forceLook,
await collectBlock, then re-read the target block. If the log/stone
is STILL there, return ok:false code:"silent_dig_failure" and
blacklist the position. Prevents the curriculum from reporting
"wood.16 in progress" while the world hasn't actually changed.
3. Defensive default — runtime/movement-profiles.js: canDig=false on
every profile until dig is confirmed working live. Otherwise
pathfinder schedules paths through must-dig blocks and the bot loops.
4. Ground-truth probe — runtime/skills/diagnose-physics.js dispatches
forward/jump/dig probes and writes the result to the diary. New
IPC command cmd:run-skill lets the operator (or a future curriculum
trigger) fire any skill on demand; it waits for the current action
to finish before dispatching. /tmp/pepa-runskill.mjs is a one-shot
client.
Live probe on play.xmatic.team confirmed: forward Δ=0.003 over 2s
(BROKEN — server rejects movement packets), jump ΔY=0.42 (likely
physics jitter, not a real jump). Strongly suggests an anti-cheat
plugin gating bot-style movements server-side — beyond protocol pin.
npm test 124/124.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Follow-up to the iteration-1 fixes. Live smoke on play.xmatic.team
revealed the bot was spawning into a tree-less plain (no log within
32 blocks of spawn), looping wander→gather→no_target→wander
forever inside a 16-block box.
- runtime/actions.js: chopNearestTree search radius 32 → 64 (still no
trees on this spawn, but a normal biome will be served well by it).
wander now has a blind-walk fallback when pathfinder times out
(look+forward+jump for 3 s) so the bot at least unsticks from leaves
or pillars. Pathfinder timeout reduced 30 s → 15 s.
- runtime/skills/explore-far.js: new explore.far skill — walks ~48
blocks in a quadrant (NE/SE/SW/NW, rotating per call) so successive
hints actually circle the spawn instead of bouncing in place. Blind
walk fallback included.
- runtime/reflex.js: when the scheduler is told to wander twice in a
row by gather.* recover hints, it now dispatches explore.far instead
so the bot actually leaves the patch it's stuck in. Resets the
consecutiveWanderHints counter on any success.
- runtime/reflex.js (sleep): no longer dispatches when the bot has
neither a bed in inventory NOR a known shelter/base location —
saved one dispatch + 5-min cooldown per restart at night.
- runtime/reflex.js (eat): inventory check + lastEatAt always updated
fix the eat-spam loop observed live (every tick fired "eat" → "no
food in inventory" → again).
- runtime/skills/chop-logs.js: recognise "no log within ..." as
no_target so the recover hint switches the bot to wander/explore.
npm test 124/124.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Three closures of remaining PRD follow-ups, one merge:
1. Reflex scheduler now drives behaviour from the curriculum.
- reflex.js: replaced ad-hoc techTreeReflex + autonomousReflex with
curriculumReflex that dispatches the skill suggested by
snapshot.curriculum.plan via runSkill. Per-skill backoff for
missing_tool / missing_material / no_target / no_food_source /
unsupported_version. recover() hint with `{hint:"wander"}` swaps
the next tick to wander for 60 s.
- Chain is now: defend > eat > sleep > curriculum > idle.
- reflex.test.js: 11 new tests covering busy/disconnected,
defend/eat preemption, dispatch by id, unknown-skill fallback,
per-skill + wander-hint backoffs, onComplete updating backoff.
2. Pi escalation for ADDRESSED_BANTER with hard rate limit.
- bot.js: when generateReply returns {escalate:true}, spawn askPi
with bot state + last 5 lines from that speaker (redacted via
chatMemory). Reply capped at 200 chars, sent as one chat line.
- Rate cap: 6 calls/hour, 90 s min gap. Suppressed escalations
log once and silently drop.
3. Phase 4 substrate.
- runtime/locations.js: atomic JSON store
(state/<host>/locations.json) with setLocation / getLocation /
nearestLocation / removeLocation; 6 tests.
- runtime/base-site.js: scoreCurrentPosition(bot) + pure scoreSite
bundle (wood / stone / water / flatness / no-players /
no-foreign-builds, owned-blocks excluded from claim penalty);
6 tests.
- runtime/skills/choose-base.js: village.choose-base skill — scores
the current spot, writes locations.base if score ≥ 8, otherwise
returns code:"too_weak" with a wander recover hint.
- curriculum.js: new final milestone village.base-site fires
village.choose-base until a base location exists.
- bot.js: stamps snapshot.locations from listLocations() each tick
so the curriculum can read it without coupling to disk.
docs/runtime.md updated with three new sections.
npm test now 116/116.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 7 of plans/autonomous-survival-bot-prd.md. Five small modules
that close the recurring "shared state" and "version-pinned list"
failure modes the PRD flags in §7 and §5.4.
New:
- runtime/movement-profiles.js: named profiles (GATHER, TRAVEL, FLEE,
BUILD, RETURN_TO_BASE) as pure descriptors via PROFILE_DEFAULTS,
plus applyProfile(profile, bot) that hands a fresh Movements to
pathfinder. Avoids the "flee left canDig=false on the shared
Movements, next chop got stuck in canopy" regression.
- runtime/owned-blocks.js: JSONL ledger of blocks this bot placed/
removed (state/<host>/owned-blocks.jsonl); isOwned({x,y,z}) for
O(1) lookups; ensureDir() makes the parent dir lazily.
- runtime/claim-avoidance.js: classifyArea({blocks, isOwned}) returns
player_build / natural_or_owned / insufficient_data based on
man-made block density vs ownership ratio; shouldAvoid(area) helper.
Designed for gather/place skills to call before touching contested
area.
- runtime/skills/compat.test.js: runs runtime/skills/groups.js against
real minecraft-data registries for 1.18.2, 1.20.4, 1.21.5; spot-
checks that pale_oak_log only appears on 1.21+ etc.
- runtime/compat.test.js: 10 tests covering movement descriptors,
isManMadeBlockName, classifyArea, owned-blocks markPlaced/dedup/
isOwned/markRemoved.
npm test now 79/79.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
Phase 2 of plans/autonomous-survival-bot-prd.md. Establishes the
composable skill contract from PRD §5.2 and ports three reference
skills so future phases can layer survival behaviour on top instead of
adding more ad-hoc branches to reflex.js.
New: runtime/skills/
- index.js: skill registry + runSkill(id, ctx, args) wrapper. Enforces
preconditions, hard timeout, normalises {ok, code, detail, worldDelta}
on every result, runs validate() and calls recover() on failure.
Stable failure codes live in RUNNER_CODES (unknown_skill,
precondition_failed, timeout, threw, validation_failed, done).
- groups.js: registry-derived item/block sets — logs/planks/sticks/beds
derived by suffix; foods intersects a curated allowlist with the live
bot.registry; axes/pickaxes/swords scoped to whatever the connected
server's item table actually ships. Empty set instead of throwing on
missing registry, so skills can emit code:"unsupported_version".
- chop-logs.js: gather.logs reference skill (wraps chopNearestTree).
- eat.js: survive.eat (wraps eatBestFood, preconditions check carrying
edible food from the registry-derived set).
- wander.js: explore.wander (wraps wander).
- contract.test.js + groups.test.js: 14 tests covering precondition
gating, timeout firing recover(), execute exceptions, validate
flipping ok→false, dynamic group filtering across mock registries.
package.json: `npm test` runs the new contract + groups suites.
docs/runtime.md: documents the skill contract, runner, dynamic groups
and the reference skills.
Reflex.js still calls actions.js directly — wiring the scheduler to
runSkill() lands in later phases when the survival curriculum kicks in.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>