Commit Graph
19 Commits
Author SHA1 Message Date
mayatnikovandClaude Opus 4.7 8bc9b41c01 feat(runtime): cmd:screenshot + cmd:force-incident + prismarine-viewer dep
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>
2026-05-26 16:01:43 +03:00
mayatnikovandClaude Opus 4.7 4ae63dabe1 feat(runtime): v0.1.0 — adopt Voyager critic + Mindcraft modes/library/lint
Five concrete patterns from Voyager and Mindcraft, applied in our shape
without abandoning the git-as-evolution-substrate that makes pepa
distinct. Plus a first multi-agent surface so two bots from the same
repo can share intent.

1. runtime/critic.js (Voyager critic.txt)
   - Spawns `pi -p` with a JSON-only critic prompt before a proposal is
     written. {reasoning, success, critique}.
   - success=true short-circuits the proposal (bot recovered between
     detector tripping and now), saving Pi tokens on false positives.
   - critique is spliced into the proposal body via attachCritique() so
     the downstream auto-patcher has a sharp spec.
   - Graceful: pi missing / timeout / unparseable JSON → proposal still
     filed without the critic block.

2. scripts/lint-patch.js (Mindcraft coder._lintCode)
   - Pre-flight gate between Pi commit and npm test: node --check, dynamic
     import (catches missing named exports), regex extraction of
     runSkill("id") calls cross-checked against the live registry.
   - Cheaper than npm test, fails fast with a clear reason.

3. runtime/stuck-incident.renderActionTemplate (Voyager action_template.txt)
   - All proposal bodies now follow the same fixed-section layout: Task /
     Last result / Execution error / State / Metrics / Journal /
     Scenarios / Critique / Fix / Edit scope / Forbidden.

4. runtime/skill-library.js (Mindcraft skill_library.getRelevantSkillDocs)
   - Word-overlap ranking (Mindcraft's offline fallback) — zero deps,
     deterministic. auto-patch.js injects top-3 similar skills into the
     Pi prompt as "look at these patterns".

5. runtime/modes.js (Mindcraft modes.js)
   - Declarative {name, interrupts, on, active, update(ctx)} chain that
     runs BEFORE the curriculum each tick.
   - Ships self_preservation (low HP → eat/flee), hunger (food<14 → eat),
     night_shelter (night + bed in hand → sleep). Cleaner than ad-hoc
     lastFleeAttempt cooldowns in reflex.js.

6. runtime/social/conversation.js + cmd:conv-say/conv-recent/conv-list
   - File-JSONL topic channel so two bots from the same repo (different
     usernames, different host dirs under state/) can append turns and
     read peers. Skeleton — multi-agent collaboration on top later.

Differentiator preserved: every Pi-written skill still lands on main via
auto-patch.js (real git branch + smoke gate + cherry-pick). Voyager
keeps skills in a Chroma JSON, Mindcraft keeps them in RAM — pepa keeps
them as versioned source code reviewable in `git log`.

package.json: 0.0.1 → 0.1.0. 174/174 tests pass. README + AGENTS updated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 15:16:42 +03:00
mayatnikovandClaude Opus 4.7 6560c0765c fix(auto-improve): detach auto-patch + recovery-tunnel-out test in suite
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>
2026-05-26 12:43:30 +03:00
mayatnikovandClaude Opus 4.7 d960db4819 feat(runtime): persistent memory — world-journal + scenario-memory
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>
2026-05-26 12:20:03 +03:00
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
ea4f16a0da feat(runtime): scheduler-via-runSkill + Pi banter escalation + base-site (follow-ups) (#20)
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>
2026-05-26 10:46:14 +03:00
82a8250a12 feat(auto-patch): enforce proposal editScope + run npm test before cherry-pick (#19)
Two safety rails on the unattended self-improvement loop:

1. scripts/edit-scope.js + .test.js: pure helpers that parse
   `editScope: [...]` out of a proposal frontmatter (the field Phase 6
   started writing) and validate a list of changed files against it.
   13 tests covering null/missing/malformed frontmatter, directory
   prefix matching, exact-file matching, default-scope fallback.

2. scripts/auto-patch.js:
   - reads editScope from the proposal (falls back to ["runtime/"])
   - injects the allowed paths into the Pi prompt so Pi knows the
     boundaries up front
   - validates the diff against scope + auto-allows any
     runtime/**/*.test.js files Pi added
   - runs `npm test` on the patched branch BEFORE cherry-picking;
     refuses to land a patch that breaks the suite

Closes the "Smoke checks run before applying patch" item from
plans/autonomous-survival-bot-prd.md §7 Phase 6. npm test now 92/92.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 10:39:18 +03:00
d2e52a1b79 feat(runtime): compatibility hardening (Phase 7) (#18)
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>
2026-05-25 22:39:38 +03:00
c7eab06f22 feat(runtime): stuck-incident detector + skill metrics + edit scope (Phase 6) (#17)
Phase 6 of plans/autonomous-survival-bot-prd.md. Expand the
self-improvement loop so the bot can spot and report no-progress
stagnation, not just exception-class failures.

New:
- runtime/stuck-incident.js: detector fires a structured proposal when
  the same noProgressReason persists past 5 min (cooldown 30 min).
  Body includes runtimeState, milestone, suggested skill, slim
  snapshot, last action result, per-skill success/failure metrics
  and a forbidden-paths list. Pure module — caller (bot.js) writes
  the proposal.
- runtime/skill-metrics.js: in-memory per-skill ok/fail counters
  surfaced on snapshot.skillMetrics for the TUI and the incident
  body.
- runtime/stuck-incident.test.js: 6 tests covering null reason,
  threshold gating, cooldown, reason change resetting the timer,
  body composition and metrics snapshot.

Wiring:
- runtime/state-store.js: writeProposal accepts {editScope: string[]}
  and persists it in the frontmatter; readProposalEditScope() reads
  it back so future auto-patch.js can refuse cherry-picks that touch
  other areas.
- runtime/bot.js: tick() invokes the stuck detector each tick,
  records skill ok/fail via skillMetrics, stamps snapshot.skillMetrics
  and writes the stuck proposal via writeProposal({editScope}).
  dispatchAction now records into skillMetrics for both the
  resolved-result and the exception path.

npm test now 46/46.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:35:01 +03:00
fc62160524 feat(runtime): social layer — intent / templates / chat memory (Phase 5) (#16)
Phase 5 of plans/autonomous-survival-bot-prd.md. Make the bot feel
present in chat without ever becoming a command executor.

New: runtime/social/
- intent.js: classifyIntent({text, botName}) returns one of GREETING /
  STATUS_QUESTION / ADDRESSED_BANTER / COMMAND_LIKE / UNSAFE_REQUEST /
  AMBIENT. Unicode-aware word boundaries so cyrillic + latin both work
  ("Привет всем" → GREETING, "build me a tower" → AMBIENT unless
  addressed).
- reply.js: generateReply({intent, speaker, snapshot, diaryTail}) →
  short templated response, or {send: null, escalate: true} for the
  caller to decide whether to spend Pi tokens.
- memory.js: createChatMemory() — per-speaker LRU buffer of recent
  lines; redacts password / api_key / JWT-shaped tokens at append
  time, so the buffer can be safely fed back into any future prompt.
- social.test.js: 12 tests (intent edges, memory eviction, redaction,
  reply routing). npm test now 40/40.

state-store.js additions:
- readDiaryTail(n) — reads the last N lines of today's diary; used by
  status replies.
- writeEscalation({from, request, whyUnsure, wouldHave}) /
  listEscalations() — JSONL log under state/<host>/escalations.jsonl
  for UNSAFE_REQUEST classifications and future operator review.

bot.js: handleChat() now routes through social/intent + social/reply
(replacing the Phase-0 inline regexes), records every line into
chatMemory, and writes an escalation when classifyIntent returns
UNSAFE_REQUEST. Command-like notice + dialog-only behaviour from
Phase 0 are preserved.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:30:48 +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
4b7541435d feat(runtime): skill substrate + dynamic groups + reference skills (Phase 2) (#14)
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>
2026-05-25 22:15:57 +03:00
2ecadd3bb2 fix(supervisor): pidfile lock prevents two supervisors racing on the nickname (#9)
User report 2026-05-25: launched 'npm run bot' fresh, MC server kicked
every login with "Игрок с данным никнеймом уже играет на сервере" and
the bot fell into a perpetual reconnect-then-kicked loop. Root cause:
a smoke-test supervisor from an earlier shell was still running in the
background, holding the pepa_bot session open. Two supervisors racing
on the same nickname is undefined behaviour from the server's side and
results in this exact failure mode.

Changes:

runtime/supervisor.js — acquires state/<host>/supervisor.pid before
spawning the child. If another supervisor is alive (kill -0 check), the
new one exits with a clear message telling the operator how to recover.
On SIGINT/SIGTERM/exit the lock is released; stale pidfiles are detected
when the recorded PID is no longer alive.

scripts/stop.sh — emergency cleanup helper:
  - kills any supervisor or bot.js processes matching this repo
  - removes pidfile + bot.sock
  - reminds the operator to wait ~30s for the MC server to drop the old
    session before re-launching

package.json — new `npm run stop` script.

Smoke-tested:
  - first 'node runtime/supervisor.js' acquires lock, writes pid
  - second call refuses with diagnostic message
  - first SIGTERM ⇒ pidfile removed automatically

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 16:47:24 +03:00
cd14bbf89a feat(runtime): state persistence + proposals + supervisor hot-restart (#6)
Closes the self-improvement loop end-to-end:

  reflex fails 3× → proposal file → operator approves in TUI →
  `npm run propose:apply <file>` spawns Pi on a feature branch →
  Pi commits the patch → supervisor watches runtime/*.js and
  restarts the child on change.

runtime/state-store.js — atomic current-task.json writes, daily diary
  append, proposals/ + proposals/approved/ helpers.

runtime/bot.js:
  - ctx.dispatch writes current-task.json on start and updates it on
    completion / failure / throw.
  - failure tracker: 3 consecutive same-label failures → writeProposal()
    with the snapshot, labels, and a suggested-next-step section.
    30-min cooldown prevents proposal spam.
  - on startup, surfaces resume info (previous task + pending proposal
    count); on death, clears current-task.json + writes diary line.
  - new IPC commands: PROPOSAL_LATEST returns the newest pending
    proposal body; PROPOSAL_APPROVE moves it to proposals/approved/.

tui/tui.tsx — status bar shows `[proposals N, press y]` badge when
  bot.pendingProposals > 0. Hotkey 'y' opens the proposal panel; 'y'
  approves, 'n'/Esc closes.

scripts/propose-apply.js — given an approved proposal filename, creates
  a `feat/proposal-<slug>` branch and spawns `pi -p` with the proposal
  + repo-conventions prompt. Refuses on dirty tree. No auto-push, no
  auto-merge — operator reviews the diff and decides.

runtime/supervisor.js — forks bot.js as a child, watches runtime/*.js,
  restarts on file change or on child exit code 42. Rate-limited at 5
  restarts/minute. SIGINT/SIGTERM forward cleanly. `npm run bot` now
  goes through the supervisor; `npm run bot:bare` skips it.

Smoke-tested: supervisor spawned, bot connected to MC, spawned at
expected coords, diary line written, state cleanup on SIGTERM correct.

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 16:20:09 +03:00
1e3b36a9a1 feat(runtime): hybrid script reflex + Ink TUI + Pi-on-demand escalation (#4)
* 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>
2026-05-25 16:04:48 +03:00
mayatnikovandClaude Opus 4.7 3e61b87f19 feat(perception): vendor mindcraft skills/world library + Pi tool wrappers
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>
2026-05-25 14:24:23 +03:00
mayatnikov 01907dc1e9 deps: add core mineflayer plugins 2026-05-25 13:02:43 +03:00
mayatnikov b778eaa2fb pre codex 2026-05-25 12:51:14 +03:00
mayatnikovandClaude Opus 4.7 3a025c05ad chore: bootstrap pepa-pi-bot scaffold
Initial seed for an autonomous, self-extending Minecraft player powered by
Pi (pi.dev) and Mineflayer.

Includes README, AGENTS.md mandate, .env.example, MIT LICENSE, package.json
with mineflayer + dotenv, and empty skills/ extensions/ prompts/ dirs for
the agent to grow into.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 09:50:17 +03:00