feat(runtime): early-game survival curriculum (Phase 3) #15
+29
-1
@@ -204,12 +204,40 @@ Reference skills shipped today: `gather.logs`, `survive.eat`,
|
||||
`runtime/actions.js` primitives directly — porting more behaviours to
|
||||
skills lands in later phases.
|
||||
|
||||
Run the contract + groups tests:
|
||||
Run the contract + groups + curriculum tests:
|
||||
|
||||
```bash
|
||||
npm test
|
||||
```
|
||||
|
||||
### Survival curriculum (Phase 3)
|
||||
|
||||
`runtime/curriculum.js` exposes a deterministic early-game progression:
|
||||
|
||||
```
|
||||
wood.16 → wood.planks-and-sticks → wood.tools →
|
||||
stone.32 → stone.tools → food.basic → storage.chest → shelter.torch
|
||||
```
|
||||
|
||||
Each milestone has an `isDone(inventory, snapshot)` predicate and a
|
||||
`suggest(inventory, snapshot)` function that names the next skill to
|
||||
dispatch. `isDone` is stateful in the sense that reaching a later tier
|
||||
implies all earlier "gather" milestones are complete (so the bot
|
||||
doesn't loop back to "gather 16 logs" after crafting them into
|
||||
planks).
|
||||
|
||||
The current curriculum result is on every snapshot as
|
||||
`snapshot.curriculum = { milestone, plan, inventoryFull }` so the TUI
|
||||
can show what the bot is working on and which skill should drive it.
|
||||
Wiring the scheduler to actually call `runSkill(plan.skillId, …)` in
|
||||
the reflex loop is a Phase 4 task; today the reflex still uses
|
||||
`actions.js` directly.
|
||||
|
||||
Inventory pressure: `isInventoryFull(snapshot)` is exposed on every
|
||||
curriculum result; the TUI surfaces `[inventory full]` next to the
|
||||
milestone label so the operator can see when a deposit step is needed
|
||||
before progress continues.
|
||||
|
||||
### Optional: prismarine-viewer
|
||||
|
||||
Set `VIEWER_PORT=<port>` in `.env` to launch
|
||||
|
||||
+1
-1
@@ -16,7 +16,7 @@
|
||||
"tui": "tsx tui/tui.tsx",
|
||||
"propose:apply": "node scripts/propose-apply.js",
|
||||
"stop": "bash scripts/stop.sh",
|
||||
"test": "node --test runtime/skills/contract.test.js runtime/skills/groups.test.js"
|
||||
"test": "node --test runtime/skills/contract.test.js runtime/skills/groups.test.js runtime/curriculum.test.js"
|
||||
},
|
||||
"dependencies": {
|
||||
"dotenv": "^16.4.5",
|
||||
|
||||
+9
-1
@@ -38,6 +38,7 @@ import { startPlanner, isPlannerBusy, readNextMilestone, planExists } from "./pl
|
||||
import { computeState, STATES } from "./state.js";
|
||||
import { createNoProgressDetector } from "./no-progress.js";
|
||||
import { maybeStartViewer } from "./viewer.js";
|
||||
import { nextMilestone as nextCurriculumMilestone } from "./curriculum.js";
|
||||
|
||||
fs.mkdirSync(stateDir, { recursive: true });
|
||||
const JOINED_FLAG = path.join(stateDir, "joined-before.flag");
|
||||
@@ -582,7 +583,14 @@ function tick() {
|
||||
lastSnapshot.activeSkill = reflexCtx.busy
|
||||
? reflexCtx.currentActionLabel
|
||||
: reflexCtx.lastReflex?.label ?? null;
|
||||
lastSnapshot.currentMilestone = cachedMilestone;
|
||||
// Two sources of "next milestone":
|
||||
// - planner.md (LLM-written, free-form, advisory)
|
||||
// - curriculum.js (deterministic early-game progression)
|
||||
// The TUI prefers the curriculum's structured milestone (it has a
|
||||
// suggested skill); falls back to the planner line for late-game.
|
||||
const curriculum = nextCurriculumMilestone(lastSnapshot);
|
||||
lastSnapshot.curriculum = curriculum;
|
||||
lastSnapshot.currentMilestone = curriculum?.milestone?.title ?? cachedMilestone;
|
||||
lastSnapshot.lastResult = lastResult;
|
||||
lastSnapshot.noProgressReason = noProgressReason;
|
||||
lastSnapshot.failuresByCode = failuresByCode();
|
||||
|
||||
@@ -0,0 +1,165 @@
|
||||
// Deterministic early-game survival curriculum. Mirrors PRD §6 FR4:
|
||||
// the bot should be able to progress from empty inventory to wooden tools,
|
||||
// to a stone tier + furnace + chest, without an LLM call per tick.
|
||||
//
|
||||
// Each milestone exposes:
|
||||
// id - stable string, used for diary/snapshot
|
||||
// title - human label, used by TUI
|
||||
// isDone - (inventoryCounts, snapshot) => boolean
|
||||
// suggest - (inventoryCounts, snapshot) => skill plan
|
||||
// where a plan is { skillId, args? } or null if the
|
||||
// milestone requires a precondition the scheduler must
|
||||
// set up via an earlier milestone.
|
||||
//
|
||||
// The chooser walks milestones in order and returns the first one whose
|
||||
// `isDone` returns false. That milestone is "current". Its `suggest()`
|
||||
// tells the scheduler what skill to dispatch right now.
|
||||
//
|
||||
// The curriculum is pure: it never touches the bot, the world or the
|
||||
// state-store. The scheduler is responsible for dispatch, retries and
|
||||
// no-progress handling.
|
||||
|
||||
const INVENTORY_FULL_DISTINCT_STACKS = 32;
|
||||
|
||||
function totalLogs(inv) {
|
||||
return Object.entries(inv ?? {})
|
||||
.filter(([k]) => k.endsWith("_log") || k.endsWith("_stem"))
|
||||
.reduce((sum, [, n]) => sum + n, 0);
|
||||
}
|
||||
|
||||
function totalPlanks(inv) {
|
||||
return Object.entries(inv ?? {})
|
||||
.filter(([k]) => k.endsWith("_planks"))
|
||||
.reduce((sum, [, n]) => sum + n, 0);
|
||||
}
|
||||
|
||||
function totalCobble(inv) {
|
||||
return (inv?.cobblestone ?? 0) + (inv?.cobbled_deepslate ?? 0);
|
||||
}
|
||||
|
||||
function has(inv, name, n = 1) {
|
||||
return (inv?.[name] ?? 0) >= n;
|
||||
}
|
||||
|
||||
function hasAny(inv, names) {
|
||||
return names.some((n) => (inv?.[n] ?? 0) > 0);
|
||||
}
|
||||
|
||||
const WOODEN_TOOLS = ["wooden_axe", "wooden_pickaxe", "wooden_sword"];
|
||||
const STONE_TOOLS = ["stone_axe", "stone_pickaxe", "stone_sword"];
|
||||
|
||||
// A "stage reached" predicate: once the bot has wooden tools, wood.16 is
|
||||
// implicitly considered done even if the log stack is now empty (the bot
|
||||
// burned through them to craft planks/sticks/tools). Without this, the
|
||||
// curriculum oscillates: chop → craft → "oh, I have no logs again, go
|
||||
// chop". Each milestone keeps its raw-resource predicate AND an
|
||||
// "advanced past this tier" escape so the chooser monotonically advances.
|
||||
function hasWoodenTier(inv) {
|
||||
return WOODEN_TOOLS.some((n) => has(inv, n));
|
||||
}
|
||||
function hasStoneTier(inv) {
|
||||
return STONE_TOOLS.some((n) => has(inv, n));
|
||||
}
|
||||
|
||||
const MILESTONES = [
|
||||
{
|
||||
id: "wood.16",
|
||||
title: "Gather 16 logs",
|
||||
isDone: (inv) => totalLogs(inv) >= 16 || hasWoodenTier(inv),
|
||||
suggest: () => ({ skillId: "gather.logs" }),
|
||||
},
|
||||
{
|
||||
id: "wood.planks-and-sticks",
|
||||
title: "Craft 4 planks and 4 sticks",
|
||||
isDone: (inv) =>
|
||||
(totalPlanks(inv) >= 4 && has(inv, "stick", 4)) || hasWoodenTier(inv),
|
||||
suggest: (inv) => {
|
||||
if (totalPlanks(inv) < 4) return { skillId: "craft.planks" };
|
||||
return { skillId: "craft.sticks" };
|
||||
},
|
||||
},
|
||||
{
|
||||
id: "wood.tools",
|
||||
title: "Craft wooden axe, pickaxe, sword",
|
||||
isDone: (inv) => WOODEN_TOOLS.every((n) => has(inv, n)) || hasStoneTier(inv),
|
||||
suggest: (inv) => {
|
||||
if (!has(inv, "wooden_axe")) return { skillId: "craft.wooden-axe" };
|
||||
if (!has(inv, "wooden_pickaxe")) return { skillId: "craft.wooden-pickaxe" };
|
||||
if (!has(inv, "wooden_sword")) return { skillId: "craft.wooden-sword" };
|
||||
return null;
|
||||
},
|
||||
},
|
||||
{
|
||||
id: "stone.32",
|
||||
title: "Gather 32 cobblestone",
|
||||
isDone: (inv) => totalCobble(inv) >= 32 || hasStoneTier(inv),
|
||||
suggest: () => ({ skillId: "gather.stone" }),
|
||||
},
|
||||
{
|
||||
id: "stone.tools",
|
||||
title: "Craft stone axe, pickaxe, sword and a furnace",
|
||||
isDone: (inv) => STONE_TOOLS.every((n) => has(inv, n)) && has(inv, "furnace"),
|
||||
suggest: (inv) => {
|
||||
if (!has(inv, "stone_axe")) return { skillId: "craft.stone-axe" };
|
||||
if (!has(inv, "stone_pickaxe")) return { skillId: "craft.stone-pickaxe" };
|
||||
if (!has(inv, "stone_sword")) return { skillId: "craft.stone-sword" };
|
||||
if (!has(inv, "furnace")) return { skillId: "craft.furnace" };
|
||||
return null;
|
||||
},
|
||||
},
|
||||
{
|
||||
id: "food.basic",
|
||||
title: "Secure a basic food source",
|
||||
isDone: (inv, snap) => {
|
||||
const carrying = ["bread", "cooked_beef", "cooked_chicken", "cooked_porkchop", "apple", "carrot", "potato", "baked_potato"].some(
|
||||
(n) => has(inv, n),
|
||||
);
|
||||
return carrying || (snap?.food ?? 20) >= 18;
|
||||
},
|
||||
suggest: () => ({ skillId: "survive.eat" }), // best-effort; richer "find food" skill lands later
|
||||
},
|
||||
{
|
||||
id: "storage.chest",
|
||||
title: "Place a personal chest",
|
||||
isDone: (inv) => has(inv, "chest"),
|
||||
suggest: () => ({ skillId: "craft.chest" }),
|
||||
},
|
||||
{
|
||||
id: "shelter.torch",
|
||||
title: "Have torches on hand for the perimeter",
|
||||
isDone: (inv) => has(inv, "torch", 4),
|
||||
suggest: () => ({ skillId: "craft.torch" }),
|
||||
},
|
||||
];
|
||||
|
||||
export function isInventoryFull(snapshot) {
|
||||
const distinct = Object.keys(snapshot?.inventory ?? {}).length;
|
||||
return distinct >= INVENTORY_FULL_DISTINCT_STACKS;
|
||||
}
|
||||
|
||||
// Walk the curriculum and return the first uncompleted milestone, plus
|
||||
// the suggested skill for it. If the inventory is full, the scheduler may
|
||||
// choose to insert a deposit/drop step before continuing; we mark that
|
||||
// in the result rather than skipping the milestone so the TUI can show
|
||||
// the right blocker.
|
||||
export function nextMilestone(snapshot) {
|
||||
const inv = snapshot?.inventory ?? {};
|
||||
for (const m of MILESTONES) {
|
||||
if (m.isDone(inv, snapshot)) continue;
|
||||
const plan = m.suggest(inv, snapshot);
|
||||
return {
|
||||
milestone: { id: m.id, title: m.title },
|
||||
plan,
|
||||
inventoryFull: isInventoryFull(snapshot),
|
||||
};
|
||||
}
|
||||
return null; // every milestone done — bot has reached the end of the
|
||||
// deterministic curriculum and base/village logic takes over (Phase 4).
|
||||
}
|
||||
|
||||
export function listMilestones() {
|
||||
return MILESTONES.map((m) => ({ id: m.id, title: m.title }));
|
||||
}
|
||||
|
||||
// Exposed for tests.
|
||||
export const _internal = { totalLogs, totalPlanks, totalCobble, has, hasAny, MILESTONES };
|
||||
@@ -0,0 +1,154 @@
|
||||
// Tests for runtime/curriculum.js. The chooser is pure, so we just feed
|
||||
// snapshots and assert which milestone + skill comes back.
|
||||
|
||||
import { test } from "node:test";
|
||||
import assert from "node:assert/strict";
|
||||
|
||||
import { nextMilestone, isInventoryFull, listMilestones } from "./curriculum.js";
|
||||
|
||||
function snap(inventory, extras = {}) {
|
||||
return { connected: true, inventory, ...extras };
|
||||
}
|
||||
|
||||
// A baseline of "everything before this stage is already done". Callers pass
|
||||
// the extra items needed to exercise the milestone under test, so individual
|
||||
// tests stay tiny and focused.
|
||||
function snapAfter(stage, addInventory = {}, extras = {}) {
|
||||
const baseline = {};
|
||||
const layers = {
|
||||
"wood.16": { oak_log: 16 },
|
||||
"wood.planks-and-sticks": { oak_log: 16, oak_planks: 4, stick: 4 },
|
||||
"wood.tools": {
|
||||
oak_log: 16, oak_planks: 6, stick: 6,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
},
|
||||
"stone.32": {
|
||||
oak_log: 16, oak_planks: 6, stick: 6,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
cobblestone: 32,
|
||||
},
|
||||
"stone.tools": {
|
||||
oak_log: 16, oak_planks: 6, stick: 8,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
cobblestone: 8,
|
||||
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
|
||||
},
|
||||
"food.basic": {
|
||||
oak_log: 16, oak_planks: 6, stick: 8,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
cobblestone: 8,
|
||||
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
|
||||
bread: 4,
|
||||
},
|
||||
"storage.chest": {
|
||||
oak_log: 16, oak_planks: 6, stick: 8,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
cobblestone: 8,
|
||||
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
|
||||
bread: 4, chest: 1,
|
||||
},
|
||||
};
|
||||
Object.assign(baseline, layers[stage] ?? {}, addInventory);
|
||||
return snap(baseline, extras);
|
||||
}
|
||||
|
||||
test("empty inventory → first milestone is wood.16, suggests gather.logs", () => {
|
||||
const got = nextMilestone(snap({}));
|
||||
assert.equal(got.milestone.id, "wood.16");
|
||||
assert.equal(got.plan.skillId, "gather.logs");
|
||||
assert.equal(got.inventoryFull, false);
|
||||
});
|
||||
|
||||
test("with 16 logs but no planks → wood.planks-and-sticks, craft.planks first", () => {
|
||||
const got = nextMilestone(snap({ oak_log: 16 }));
|
||||
assert.equal(got.milestone.id, "wood.planks-and-sticks");
|
||||
assert.equal(got.plan.skillId, "craft.planks");
|
||||
});
|
||||
|
||||
test("planks present but no sticks → craft.sticks", () => {
|
||||
const got = nextMilestone(snapAfter("wood.16", { oak_planks: 4 }));
|
||||
assert.equal(got.milestone.id, "wood.planks-and-sticks");
|
||||
assert.equal(got.plan.skillId, "craft.sticks");
|
||||
});
|
||||
|
||||
test("planks+sticks but no wooden tools → wood.tools, axe first", () => {
|
||||
const got = nextMilestone(snapAfter("wood.planks-and-sticks"));
|
||||
assert.equal(got.milestone.id, "wood.tools");
|
||||
assert.equal(got.plan.skillId, "craft.wooden-axe");
|
||||
});
|
||||
|
||||
test("wooden axe present, pickaxe missing → craft.wooden-pickaxe", () => {
|
||||
const got = nextMilestone(snapAfter("wood.planks-and-sticks", { wooden_axe: 1 }));
|
||||
assert.equal(got.milestone.id, "wood.tools");
|
||||
assert.equal(got.plan.skillId, "craft.wooden-pickaxe");
|
||||
});
|
||||
|
||||
test("wooden tools done, no cobble → stone.32, suggests gather.stone", () => {
|
||||
const got = nextMilestone(snapAfter("wood.tools"));
|
||||
assert.equal(got.milestone.id, "stone.32");
|
||||
assert.equal(got.plan.skillId, "gather.stone");
|
||||
});
|
||||
|
||||
test("32 cobble + wooden tools → stone.tools, stone_axe first", () => {
|
||||
const got = nextMilestone(snapAfter("stone.32"));
|
||||
assert.equal(got.milestone.id, "stone.tools");
|
||||
assert.equal(got.plan.skillId, "craft.stone-axe");
|
||||
});
|
||||
|
||||
test("stone tools present but no furnace → craft.furnace", () => {
|
||||
const got = nextMilestone(snapAfter("stone.32", {
|
||||
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1,
|
||||
cobblestone: 8, // need leftover for furnace
|
||||
}));
|
||||
assert.equal(got.milestone.id, "stone.tools");
|
||||
assert.equal(got.plan.skillId, "craft.furnace");
|
||||
});
|
||||
|
||||
test("food.basic satisfied by carrying bread", () => {
|
||||
const got = nextMilestone(snapAfter("food.basic"));
|
||||
assert.equal(got.milestone.id, "storage.chest");
|
||||
});
|
||||
|
||||
test("food.basic satisfied by high food bar even without food item", () => {
|
||||
const got = nextMilestone(snapAfter("stone.tools", {}, { food: 20 }));
|
||||
assert.equal(got.milestone.id, "storage.chest");
|
||||
});
|
||||
|
||||
test("all done → null", () => {
|
||||
const inv = {
|
||||
oak_log: 16, oak_planks: 8, stick: 8,
|
||||
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
|
||||
cobblestone: 32,
|
||||
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
|
||||
bread: 4, chest: 1, torch: 8,
|
||||
};
|
||||
assert.equal(nextMilestone(snap(inv, { food: 20 })), null);
|
||||
});
|
||||
|
||||
test("isInventoryFull threshold = 32 distinct stacks", () => {
|
||||
const inv = {};
|
||||
for (let i = 0; i < 31; i++) inv[`stack_${i}`] = 1;
|
||||
assert.equal(isInventoryFull(snap(inv)), false);
|
||||
inv.stack_31 = 1;
|
||||
assert.equal(isInventoryFull(snap(inv)), true);
|
||||
});
|
||||
|
||||
test("inventoryFull flag is returned alongside milestone, not as override", () => {
|
||||
const inv = {};
|
||||
for (let i = 0; i < 40; i++) inv[`stack_${i}`] = 1;
|
||||
const got = nextMilestone(snap(inv));
|
||||
// First milestone (wood.16) still fires; scheduler can use inventoryFull to
|
||||
// insert a deposit step.
|
||||
assert.equal(got.milestone.id, "wood.16");
|
||||
assert.equal(got.inventoryFull, true);
|
||||
});
|
||||
|
||||
test("listMilestones exposes ordered ids for diary/TUI", () => {
|
||||
const ms = listMilestones();
|
||||
assert.equal(ms[0].id, "wood.16");
|
||||
assert.equal(ms[ms.length - 1].id, "shelter.torch");
|
||||
for (const m of ms) {
|
||||
assert.equal(typeof m.id, "string");
|
||||
assert.equal(typeof m.title, "string");
|
||||
}
|
||||
});
|
||||
@@ -0,0 +1,267 @@
|
||||
// craft.* — thin skill wrappers around the existing actions.js crafting
|
||||
// primitives. Each one is generated by makeCraftSkill so adding a new
|
||||
// craftable is one entry in this file rather than a new module.
|
||||
//
|
||||
// All wood/stone crafts that need a workbench reuse actions.placeCraftingTable
|
||||
// internally: the skill's preconditions guarantee the raw materials, then
|
||||
// execute() defers to the actions.js implementation that handles
|
||||
// table-placement, recipe lookup and bot.craft().
|
||||
|
||||
import {
|
||||
craftPlanks,
|
||||
craftSticks,
|
||||
craftWoodenAxe,
|
||||
craftWoodenPickaxe,
|
||||
craftWoodenSword,
|
||||
placeCraftingTable,
|
||||
inv as invHelpers,
|
||||
} from "../actions.js";
|
||||
|
||||
function totalPlanks(bot) {
|
||||
return invHelpers.getAnyPlanksCount(bot);
|
||||
}
|
||||
function totalSticks(bot) {
|
||||
return invHelpers.getItemCount(bot, "stick");
|
||||
}
|
||||
function totalLogs(bot) {
|
||||
return invHelpers.getAnyLogCount(bot);
|
||||
}
|
||||
function count(bot, name) {
|
||||
return invHelpers.getItemCount(bot, name);
|
||||
}
|
||||
|
||||
function withTimeout(promise, ms, label) {
|
||||
let timer;
|
||||
const timeout = new Promise((_, reject) => {
|
||||
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
|
||||
});
|
||||
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
|
||||
}
|
||||
|
||||
function asResult(res, doneCode = "done") {
|
||||
if (res?.ok) {
|
||||
return { ok: true, code: doneCode, detail: res.detail, worldDelta: { crafted: res.detail?.item ?? doneCode } };
|
||||
}
|
||||
const msg = String(res?.detail ?? "");
|
||||
const code = msg.includes("no recipe")
|
||||
? "no_recipe"
|
||||
: msg.includes("timed out")
|
||||
? "timeout"
|
||||
: "failed";
|
||||
return { ok: false, code, detail: res?.detail, worldDelta: null };
|
||||
}
|
||||
|
||||
// --- direct wrappers around existing actions ---------------------------------
|
||||
|
||||
export const craftPlanksSkill = Object.freeze({
|
||||
id: "craft.planks",
|
||||
title: "Craft planks from logs",
|
||||
timeoutMs: 20_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
if (totalLogs(ctx.bot) < 1) return { ok: false, code: "missing_material", detail: "no log in inventory" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx, args = {}) {
|
||||
return asResult(await craftPlanks(ctx.bot, args.count ?? 4));
|
||||
},
|
||||
});
|
||||
|
||||
export const craftSticksSkill = Object.freeze({
|
||||
id: "craft.sticks",
|
||||
title: "Craft sticks from planks",
|
||||
timeoutMs: 20_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
if (totalPlanks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 planks" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx, args = {}) {
|
||||
return asResult(await craftSticks(ctx.bot, args.count ?? 4));
|
||||
},
|
||||
});
|
||||
|
||||
export const craftWoodenAxeSkill = Object.freeze({
|
||||
id: "craft.wooden-axe",
|
||||
title: "Craft wooden axe",
|
||||
timeoutMs: 30_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
if (totalPlanks(ctx.bot) < 3) return { ok: false, code: "missing_material", detail: "need 3 planks" };
|
||||
if (totalSticks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 sticks" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
return asResult(await craftWoodenAxe(ctx.bot));
|
||||
},
|
||||
});
|
||||
|
||||
export const craftWoodenPickaxeSkill = Object.freeze({
|
||||
id: "craft.wooden-pickaxe",
|
||||
title: "Craft wooden pickaxe",
|
||||
timeoutMs: 30_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
if (totalPlanks(ctx.bot) < 3) return { ok: false, code: "missing_material", detail: "need 3 planks" };
|
||||
if (totalSticks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 sticks" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
return asResult(await craftWoodenPickaxe(ctx.bot));
|
||||
},
|
||||
});
|
||||
|
||||
export const craftWoodenSwordSkill = Object.freeze({
|
||||
id: "craft.wooden-sword",
|
||||
title: "Craft wooden sword",
|
||||
timeoutMs: 30_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
if (totalPlanks(ctx.bot) < 2) return { ok: false, code: "missing_material", detail: "need 2 planks" };
|
||||
if (totalSticks(ctx.bot) < 1) return { ok: false, code: "missing_material", detail: "need 1 stick" };
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
return asResult(await craftWoodenSword(ctx.bot));
|
||||
},
|
||||
});
|
||||
|
||||
// --- generic crafting (stone tools, furnace, chest, torch) -------------------
|
||||
|
||||
// Stone-tier and storage crafts share the same lookup-recipe-then-call-bot.craft
|
||||
// shape as the wooden tools, but with different precondition counts and item
|
||||
// names. We define a tiny factory.
|
||||
//
|
||||
// `requires` is a map from item name to required count. `needsTable: true`
|
||||
// means we place / reuse a crafting table first (via actions.placeCraftingTable).
|
||||
|
||||
function makeRecipeSkill({ id, title, item, requires, needsTable, doneCode = "done" }) {
|
||||
return Object.freeze({
|
||||
id,
|
||||
title,
|
||||
timeoutMs: 30_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
for (const [name, n] of Object.entries(requires)) {
|
||||
const have = name === "planks"
|
||||
? totalPlanks(ctx.bot)
|
||||
: count(ctx.bot, name);
|
||||
if (have < n) {
|
||||
return { ok: false, code: "missing_material", detail: `need ${n} ${name} (have ${have})` };
|
||||
}
|
||||
}
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
const bot = ctx.bot;
|
||||
let tableBlock = null;
|
||||
if (needsTable) {
|
||||
const tableRes = await placeCraftingTable(bot);
|
||||
if (!tableRes.ok) {
|
||||
const msg = String(tableRes.detail ?? "");
|
||||
const code = msg.includes("timed out") ? "timeout" : "missing_table";
|
||||
return { ok: false, code, detail: tableRes.detail, worldDelta: null };
|
||||
}
|
||||
tableBlock = tableRes.block;
|
||||
}
|
||||
const reg = bot?.registry;
|
||||
const itemId = reg?.itemsByName?.[item]?.id;
|
||||
if (itemId == null) {
|
||||
return { ok: false, code: "unsupported_version", detail: `unknown item ${item}`, worldDelta: null };
|
||||
}
|
||||
const recipes = bot.recipesFor(itemId, null, 1, tableBlock);
|
||||
const recipe = recipes[0];
|
||||
if (!recipe) {
|
||||
return { ok: false, code: "no_recipe", detail: `no recipe for ${item}`, worldDelta: null };
|
||||
}
|
||||
try {
|
||||
await withTimeout(bot.craft(recipe, 1, tableBlock), 15_000, `craft(${item})`);
|
||||
return { ok: true, code: doneCode, detail: { item }, worldDelta: { crafted: item } };
|
||||
} catch (e) {
|
||||
const msg = String(e?.message ?? "");
|
||||
const code = msg.includes("timed out") ? "timeout" : "failed";
|
||||
return { ok: false, code, detail: e.message, worldDelta: null };
|
||||
}
|
||||
},
|
||||
validate(ctx, result) {
|
||||
return result.ok && !!result.worldDelta?.crafted;
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
export const craftStoneAxeSkill = makeRecipeSkill({
|
||||
id: "craft.stone-axe",
|
||||
title: "Craft stone axe",
|
||||
item: "stone_axe",
|
||||
requires: { cobblestone: 3, stick: 2 },
|
||||
needsTable: true,
|
||||
});
|
||||
|
||||
export const craftStonePickaxeSkill = makeRecipeSkill({
|
||||
id: "craft.stone-pickaxe",
|
||||
title: "Craft stone pickaxe",
|
||||
item: "stone_pickaxe",
|
||||
requires: { cobblestone: 3, stick: 2 },
|
||||
needsTable: true,
|
||||
});
|
||||
|
||||
export const craftStoneSwordSkill = makeRecipeSkill({
|
||||
id: "craft.stone-sword",
|
||||
title: "Craft stone sword",
|
||||
item: "stone_sword",
|
||||
requires: { cobblestone: 2, stick: 1 },
|
||||
needsTable: true,
|
||||
});
|
||||
|
||||
export const craftFurnaceSkill = makeRecipeSkill({
|
||||
id: "craft.furnace",
|
||||
title: "Craft furnace",
|
||||
item: "furnace",
|
||||
requires: { cobblestone: 8 },
|
||||
needsTable: true,
|
||||
});
|
||||
|
||||
export const craftChestSkill = makeRecipeSkill({
|
||||
id: "craft.chest",
|
||||
title: "Craft chest",
|
||||
item: "chest",
|
||||
requires: { planks: 8 },
|
||||
needsTable: true,
|
||||
});
|
||||
|
||||
// Torch: 1 stick + 1 coal (or charcoal) → 4 torches. We accept either
|
||||
// fuel via precondition shortcut: if no coal AND no charcoal, fail with
|
||||
// missing_material so the curriculum surfaces the blocker rather than
|
||||
// silently fail at recipe lookup.
|
||||
export const craftTorchSkill = Object.freeze({
|
||||
id: "craft.torch",
|
||||
title: "Craft torches",
|
||||
timeoutMs: 20_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
if (totalSticks(ctx.bot) < 1) return { ok: false, code: "missing_material", detail: "need 1 stick" };
|
||||
if (count(ctx.bot, "coal") < 1 && count(ctx.bot, "charcoal") < 1) {
|
||||
return { ok: false, code: "missing_material", detail: "need 1 coal or charcoal" };
|
||||
}
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
const bot = ctx.bot;
|
||||
const reg = bot?.registry;
|
||||
const itemId = reg?.itemsByName?.["torch"]?.id;
|
||||
if (itemId == null) {
|
||||
return { ok: false, code: "unsupported_version", detail: "no torch in registry", worldDelta: null };
|
||||
}
|
||||
const recipes = bot.recipesFor(itemId, null, 1, null);
|
||||
const recipe = recipes[0];
|
||||
if (!recipe) {
|
||||
return { ok: false, code: "no_recipe", detail: "no recipe for torch (need coal+stick)", worldDelta: null };
|
||||
}
|
||||
try {
|
||||
await withTimeout(bot.craft(recipe, 1, null), 15_000, "craft(torch)");
|
||||
return { ok: true, code: "done", detail: { item: "torch" }, worldDelta: { crafted: "torch" } };
|
||||
} catch (e) {
|
||||
return { ok: false, code: "failed", detail: e.message, worldDelta: null };
|
||||
}
|
||||
},
|
||||
});
|
||||
@@ -0,0 +1,128 @@
|
||||
// gather.stone — find a nearby stone/cobble/deepslate block, equip a
|
||||
// pickaxe (best available), path to it and mine it. Stone-tier mining
|
||||
// needs at least a wooden pickaxe — the preconditions enforce that.
|
||||
|
||||
import pathfinderPkg from "mineflayer-pathfinder";
|
||||
const { pathfinder, goals, Movements } = pathfinderPkg;
|
||||
|
||||
import { pickaxes } from "./groups.js";
|
||||
import { info, warn } from "../log.js";
|
||||
|
||||
const STONE_NAMES = ["stone", "cobblestone", "deepslate", "cobbled_deepslate", "andesite", "diorite", "granite"];
|
||||
|
||||
let pluginLoaded = new WeakSet();
|
||||
function ensurePathfinder(bot) {
|
||||
if (pluginLoaded.has(bot)) return;
|
||||
bot.loadPlugin(pathfinder);
|
||||
pluginLoaded.add(bot);
|
||||
}
|
||||
|
||||
function setMovementsForGather(bot) {
|
||||
const m = new Movements(bot);
|
||||
m.canDig = true;
|
||||
m.allow1by1towers = false;
|
||||
bot.pathfinder.setMovements(m);
|
||||
}
|
||||
|
||||
const PICKAXE_PRIORITY = ["netherite_pickaxe", "diamond_pickaxe", "iron_pickaxe", "stone_pickaxe", "wooden_pickaxe"];
|
||||
async function equipBestPickaxe(bot) {
|
||||
for (const name of PICKAXE_PRIORITY) {
|
||||
const item = bot.inventory.items().find((i) => i.name === name);
|
||||
if (item) {
|
||||
try {
|
||||
await bot.equip(item, "hand");
|
||||
return name;
|
||||
} catch {}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
function withTimeout(promise, ms, label) {
|
||||
let timer;
|
||||
const timeout = new Promise((_, reject) => {
|
||||
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
|
||||
});
|
||||
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
|
||||
}
|
||||
|
||||
const stoneBlacklist = new WeakMap();
|
||||
const BLACKLIST_TTL_MS = 5 * 60_000;
|
||||
|
||||
function getBlacklist(bot) {
|
||||
let m = stoneBlacklist.get(bot);
|
||||
if (!m) {
|
||||
m = new Map();
|
||||
stoneBlacklist.set(bot, m);
|
||||
}
|
||||
const now = Date.now();
|
||||
for (const [k, exp] of m) if (exp < now) m.delete(k);
|
||||
return m;
|
||||
}
|
||||
|
||||
export const skill = Object.freeze({
|
||||
id: "gather.stone",
|
||||
title: "Gather cobblestone",
|
||||
timeoutMs: 90_000,
|
||||
preconditions(ctx) {
|
||||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||||
const available = pickaxes(ctx.bot);
|
||||
if (available.size === 0) {
|
||||
return { ok: false, code: "unsupported_version", detail: "no pickaxes in registry" };
|
||||
}
|
||||
const owned = ctx.bot.inventory.items().some((i) => available.has(i.name));
|
||||
if (!owned) {
|
||||
return { ok: false, code: "missing_tool", detail: "no pickaxe in inventory" };
|
||||
}
|
||||
return { ok: true };
|
||||
},
|
||||
async execute(ctx) {
|
||||
const bot = ctx.bot;
|
||||
const blacklist = getBlacklist(bot);
|
||||
const target = bot.findBlock({
|
||||
matching: (b) => {
|
||||
if (!b || !b.position || !STONE_NAMES.includes(b.name)) return false;
|
||||
const key = `${b.position.x},${b.position.y},${b.position.z}`;
|
||||
return !blacklist.has(key);
|
||||
},
|
||||
maxDistance: 32,
|
||||
});
|
||||
if (!target) {
|
||||
return { ok: false, code: "no_target", detail: "no reachable stone within 32 blocks", worldDelta: null };
|
||||
}
|
||||
|
||||
ensurePathfinder(bot);
|
||||
setMovementsForGather(bot);
|
||||
const pickaxe = await equipBestPickaxe(bot);
|
||||
info("action", `gather.stone: ${target.name} at ${target.position.x},${target.position.y},${target.position.z} (tool=${pickaxe ?? "fists"})`);
|
||||
try {
|
||||
await withTimeout(
|
||||
bot.pathfinder.goto(new goals.GoalGetToBlock(target.position.x, target.position.y, target.position.z)),
|
||||
45_000,
|
||||
"pathToStone",
|
||||
);
|
||||
await withTimeout(bot.dig(target), 30_000, "digStone");
|
||||
await new Promise((r) => setTimeout(r, 1200));
|
||||
return {
|
||||
ok: true,
|
||||
code: "done",
|
||||
detail: { blockType: target.name, at: target.position },
|
||||
worldDelta: { minedAt: target.position, blockType: target.name },
|
||||
};
|
||||
} catch (e) {
|
||||
warn("action", `gather.stone failed: ${e.message}`);
|
||||
const key = `${target.position.x},${target.position.y},${target.position.z}`;
|
||||
blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
|
||||
const msg = String(e?.message ?? "");
|
||||
const code = msg.includes("timed out") ? "timeout" : "failed";
|
||||
return { ok: false, code, detail: e.message, worldDelta: null };
|
||||
}
|
||||
},
|
||||
validate(ctx, result) {
|
||||
return result.ok && !!result.worldDelta?.blockType;
|
||||
},
|
||||
recover(ctx, result) {
|
||||
if (result.code === "no_target") return { hint: "wander", reason: "no stone within 32 blocks" };
|
||||
return null;
|
||||
},
|
||||
});
|
||||
@@ -25,6 +25,20 @@ import { info, warn } from "../log.js";
|
||||
import { skill as chopLogs } from "./chop-logs.js";
|
||||
import { skill as eat } from "./eat.js";
|
||||
import { skill as wander } from "./wander.js";
|
||||
import { skill as gatherStone } from "./gather-stone.js";
|
||||
import {
|
||||
craftPlanksSkill,
|
||||
craftSticksSkill,
|
||||
craftWoodenAxeSkill,
|
||||
craftWoodenPickaxeSkill,
|
||||
craftWoodenSwordSkill,
|
||||
craftStoneAxeSkill,
|
||||
craftStonePickaxeSkill,
|
||||
craftStoneSwordSkill,
|
||||
craftFurnaceSkill,
|
||||
craftChestSkill,
|
||||
craftTorchSkill,
|
||||
} from "./craft.js";
|
||||
|
||||
const SKILLS = new Map();
|
||||
|
||||
@@ -40,6 +54,18 @@ function register(skill) {
|
||||
register(chopLogs);
|
||||
register(eat);
|
||||
register(wander);
|
||||
register(gatherStone);
|
||||
register(craftPlanksSkill);
|
||||
register(craftSticksSkill);
|
||||
register(craftWoodenAxeSkill);
|
||||
register(craftWoodenPickaxeSkill);
|
||||
register(craftWoodenSwordSkill);
|
||||
register(craftStoneAxeSkill);
|
||||
register(craftStonePickaxeSkill);
|
||||
register(craftStoneSwordSkill);
|
||||
register(craftFurnaceSkill);
|
||||
register(craftChestSkill);
|
||||
register(craftTorchSkill);
|
||||
|
||||
export function listSkills() {
|
||||
return Array.from(SKILLS.values()).map((s) => ({
|
||||
|
||||
@@ -160,6 +160,12 @@ function StatusBar({ snapshot, paused, connectedToBot }: { snapshot: Snapshot; p
|
||||
<Text>
|
||||
<Text dimColor>milestone: </Text>
|
||||
<Text>{milestone ?? <Text dimColor>(none — planner_empty?)</Text>}</Text>
|
||||
{snapshot.curriculum?.plan?.skillId ? (
|
||||
<Text dimColor> → suggested: {snapshot.curriculum.plan.skillId}</Text>
|
||||
) : null}
|
||||
{snapshot.curriculum?.inventoryFull ? (
|
||||
<Text color="yellow"> [inventory full]</Text>
|
||||
) : null}
|
||||
</Text>
|
||||
{reason ? (
|
||||
<Text>
|
||||
|
||||
Reference in New Issue
Block a user