v0.3.1: survival behaviour overhaul — storyline, biome-aware scout, wedge-relocate, food/perf fixes, monitor TUI #28

Merged
halofourteen merged 9 commits from v0.3.1 into main 2026-05-28 09:43:57 +03:00
15 changed files with 1128 additions and 7 deletions
Showing only changes of commit 08ac2e1bc1 - Show all commits
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"tui:legacy": "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 runtime/skills/compat.test.js runtime/skills/recovery-tunnel-out.test.js runtime/skills/pillar-up.test.js runtime/curriculum.test.js runtime/social/social.test.js runtime/social/conversation.test.js runtime/social/chat-history.test.js runtime/social/reply-pi.test.js runtime/stuck-incident.test.js runtime/compat.test.js runtime/reflex.test.js runtime/base-site.test.js runtime/locations.test.js runtime/watch-filter.test.js runtime/world-journal.test.js runtime/scenario-memory.test.js runtime/critic.test.js runtime/skill-library.test.js runtime/skill-registry.test.js runtime/modes.test.js runtime/pathfinder-watchdog.test.js runtime/manifesto/needs.test.js runtime/manifesto/state.test.js runtime/goal/storyline.test.js runtime/awareness/events.test.js runtime/knowledge/knowledge.test.js runtime/llm/provider.test.js runtime/coach/postmortem.test.js runtime/coach/advice.test.js runtime/coach/reflect.test.js runtime/coach/fast-advisor.test.js runtime/coach/advisor-trigger.test.js runtime/coach/trigger-tuner.test.js runtime/persona/chatter.test.js scripts/edit-scope.test.js scripts/lint-patch.test.js"
"test": "node --test runtime/skills/contract.test.js runtime/skills/groups.test.js runtime/skills/compat.test.js runtime/skills/recovery-tunnel-out.test.js runtime/skills/pillar-up.test.js runtime/curriculum.test.js runtime/social/social.test.js runtime/social/conversation.test.js runtime/social/chat-history.test.js runtime/social/reply-pi.test.js runtime/stuck-incident.test.js runtime/compat.test.js runtime/reflex.test.js runtime/base-site.test.js runtime/locations.test.js runtime/watch-filter.test.js runtime/world-journal.test.js runtime/scenario-memory.test.js runtime/critic.test.js runtime/skill-library.test.js runtime/skill-registry.test.js runtime/modes.test.js runtime/pathfinder-watchdog.test.js runtime/manifesto/needs.test.js runtime/manifesto/state.test.js runtime/goal/storyline.test.js runtime/awareness/events.test.js runtime/awareness/wedge-detector.test.js runtime/biome-affordances.test.js runtime/knowledge/knowledge.test.js runtime/llm/provider.test.js runtime/coach/postmortem.test.js runtime/coach/advice.test.js runtime/coach/reflect.test.js runtime/coach/fast-advisor.test.js runtime/coach/advisor-trigger.test.js runtime/coach/trigger-tuner.test.js runtime/persona/chatter.test.js scripts/edit-scope.test.js scripts/lint-patch.test.js"
},
"dependencies": {
"better-sqlite3": "^11.10.0",
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// Wedge detector — rolling-10min position bounding box.
//
// Sits above the skill layer (per the v0.3.1 design research). The
// reflex calls observe() with the latest position once per tick; on
// every call we evict older entries and recompute the bbox over the
// trailing window. If the bbox stays small for long enough AND a need
// has been unmet for long enough AND the same skill cycled enough
// times, isWedged() returns true and the reflex injects a `relocate`
// task that supersedes the current need until the bot has displaced
// ≥200 blocks from the wedge centre.
//
// This is intentionally NOT inside any single skill — every skill
// resets its own counters when re-entered, so per-skill stuck checks
// can't break a multi-skill cycle.
const WINDOW_MS = 10 * 60 * 1000; // 10 minutes
const MIN_BBOX_FOR_WEDGE = 50; // <50 blocks max-dim → wedge
const MIN_UNMET_NEED_MS = 5 * 60 * 1000; // need unsatisfied for 5+ min
const MIN_SKILL_CYCLES = 3; // same need's skill restarted ≥3x
let _samples = []; // { t, x, z }
let _activeRelocation = null; // { startedAt, fromCenter:{x,z}, headingName }
let _needStartedAt = new Map(); // needId → t when first detected
let _lastNeedId = null;
export function _resetForTest() {
_samples = [];
_activeRelocation = null;
_needStartedAt = new Map();
_lastNeedId = null;
}
/**
* observe({ x, z, now, activeNeedId, recentSkillIds })
*
* Lightweight: called every reflex tick (~1-2s). Updates sliding
* window and need-duration accounting.
*/
export function observe({ x, z, now = Date.now(), activeNeedId = null, recentSkillIds = [] } = {}) {
if (typeof x !== "number" || typeof z !== "number") return;
_samples.push({ t: now, x, z });
// evict
const cutoff = now - WINDOW_MS;
while (_samples.length && _samples[0].t < cutoff) _samples.shift();
// Track need duration
if (activeNeedId !== _lastNeedId) {
_lastNeedId = activeNeedId;
if (activeNeedId && !_needStartedAt.has(activeNeedId)) {
_needStartedAt.set(activeNeedId, now);
}
}
if (activeNeedId && !_needStartedAt.has(activeNeedId)) {
_needStartedAt.set(activeNeedId, now);
}
// If a relocation is in progress, check whether we've travelled
// far enough to clear it.
if (_activeRelocation && typeof _activeRelocation.fromCenter?.x === "number") {
const dx = x - _activeRelocation.fromCenter.x;
const dz = z - _activeRelocation.fromCenter.z;
if (Math.hypot(dx, dz) >= 200) {
_activeRelocation = null;
// Reset all need-duration timers so the post-relocation env
// gets a fair shot at being labelled satisfied / unsatisfied.
_needStartedAt = new Map();
}
}
}
/**
* isWedged({ activeNeedId, recentSkillIds, now })
* → { wedged: true, bboxDim, needAgeMs, skillCycles, centerX, centerZ } | { wedged: false }
*/
export function isWedged({ activeNeedId, recentSkillIds = [], now = Date.now() } = {}) {
if (_activeRelocation) return { wedged: false, reason: "relocating" };
if (_samples.length < 8) return { wedged: false, reason: "insufficient_samples" };
let xs = Infinity, xb = -Infinity, zs = Infinity, zb = -Infinity, cx = 0, cz = 0;
for (const s of _samples) {
if (s.x < xs) xs = s.x;
if (s.x > xb) xb = s.x;
if (s.z < zs) zs = s.z;
if (s.z > zb) zb = s.z;
cx += s.x; cz += s.z;
}
cx /= _samples.length; cz /= _samples.length;
const bboxDim = Math.max(xb - xs, zb - zs);
if (bboxDim >= MIN_BBOX_FOR_WEDGE) return { wedged: false, reason: "bbox_ok", bboxDim };
const needAgeMs = (activeNeedId && _needStartedAt.has(activeNeedId))
? now - _needStartedAt.get(activeNeedId)
: 0;
if (needAgeMs < MIN_UNMET_NEED_MS) return { wedged: false, reason: "need_recent", needAgeMs, bboxDim };
// Skill cycle count: how many distinct dispatches of the same skill
// appear in the recent rolling window.
const skillCycles = countCycles(recentSkillIds);
if (skillCycles < MIN_SKILL_CYCLES) return { wedged: false, reason: "few_cycles", skillCycles, bboxDim };
return { wedged: true, bboxDim, needAgeMs, skillCycles, centerX: cx, centerZ: cz };
}
/**
* markRelocationStarted({ x, z, heading })
* The reflex calls this when it dispatches village.relocate. While
* a relocation is in flight, isWedged() returns false (relocating)
* so we don't fire a SECOND relocation on top.
*/
export function markRelocationStarted({ x, z, heading } = {}) {
_activeRelocation = {
startedAt: Date.now(),
fromCenter: { x, z },
headingName: heading?.name ?? "?",
};
}
export function activeRelocation() { return _activeRelocation; }
function countCycles(ids) {
if (!Array.isArray(ids) || ids.length === 0) return 0;
// A "cycle" = a transition like A → B → A. Count those.
let cycles = 0;
for (let i = 2; i < ids.length; i++) {
if (ids[i] === ids[i - 2] && ids[i] !== ids[i - 1]) cycles++;
if (ids[i] === ids[i - 1] && ids[i - 1] === ids[i - 2]) cycles++;
}
return cycles;
}
// Test exports
export const __testing = {
WINDOW_MS, MIN_BBOX_FOR_WEDGE, MIN_UNMET_NEED_MS, MIN_SKILL_CYCLES,
countCycles,
};
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import { test } from "node:test";
import assert from "node:assert/strict";
import {
observe,
isWedged,
markRelocationStarted,
activeRelocation,
_resetForTest,
__testing,
} from "./wedge-detector.js";
const { WINDOW_MS, MIN_BBOX_FOR_WEDGE, MIN_UNMET_NEED_MS, MIN_SKILL_CYCLES, countCycles } = __testing;
test("countCycles: empty / short → 0", () => {
assert.equal(countCycles([]), 0);
assert.equal(countCycles(["a"]), 0);
assert.equal(countCycles(["a", "b"]), 0);
});
test("countCycles: A→B→A counts as cycle", () => {
assert.equal(countCycles(["a", "b", "a"]), 1);
assert.equal(countCycles(["a", "b", "a", "b", "a"]), 3);
});
test("countCycles: same skill 3+ times in a row also counts", () => {
assert.equal(countCycles(["a", "a", "a"]), 1);
assert.equal(countCycles(["a", "a", "a", "a"]), 2);
});
test("isWedged: insufficient samples → not wedged", () => {
_resetForTest();
const r = isWedged({ activeNeedId: "food" });
assert.equal(r.wedged, false);
assert.equal(r.reason, "insufficient_samples");
});
test("isWedged: large bbox → not wedged", () => {
_resetForTest();
const t0 = 1_000_000_000_000;
// scatter across 200 blocks
for (let i = 0; i < 12; i++) {
observe({ x: i * 30, z: i * 25, now: t0 + i * 1000, activeNeedId: "food", recentSkillIds: [] });
}
const r = isWedged({ activeNeedId: "food", recentSkillIds: ["a", "b", "a", "b"], now: t0 + 13_000 });
assert.equal(r.wedged, false);
assert.equal(r.reason, "bbox_ok");
});
test("isWedged: tight bbox + old need + cycles → WEDGED", () => {
_resetForTest();
const t0 = 1_000_000_000_000;
// 12 samples within a 30-block bbox, spread across ~9 min so they
// stay inside the 10-min sliding window.
for (let i = 0; i < 12; i++) {
observe({
x: 500 + (i % 4) * 8,
z: 500 + Math.floor(i / 4) * 8,
now: t0 + i * 45_000,
activeNeedId: "food",
recentSkillIds: ["acquire-food", "explore.far", "acquire-food", "explore.far", "acquire-food"],
});
}
const r = isWedged({
activeNeedId: "food",
recentSkillIds: ["acquire-food", "explore.far", "acquire-food", "explore.far", "acquire-food", "explore.far"],
now: t0 + 12 * 45_000,
});
assert.equal(r.wedged, true, `expected wedged, got ${JSON.stringify(r)}`);
assert.ok(r.bboxDim < MIN_BBOX_FOR_WEDGE);
assert.ok(r.needAgeMs >= MIN_UNMET_NEED_MS);
assert.ok(r.skillCycles >= MIN_SKILL_CYCLES);
});
test("isWedged: recent need (under threshold) → not wedged", () => {
_resetForTest();
const t0 = 1_000_000_000_000;
for (let i = 0; i < 12; i++) {
observe({ x: 500, z: 500, now: t0 + i * 10_000, activeNeedId: "food" });
}
const r = isWedged({ activeNeedId: "food", recentSkillIds: ["a", "b", "a", "b"], now: t0 + 60_000 });
assert.equal(r.wedged, false);
});
test("markRelocationStarted blocks subsequent wedge for 200b", () => {
_resetForTest();
const t0 = 1_000_000_000_000;
markRelocationStarted({ x: 500, z: 500, heading: { name: "N" } });
assert.ok(activeRelocation());
// Stay tight bbox after relocation start
for (let i = 0; i < 12; i++) {
observe({ x: 510, z: 510, now: t0 + i * 60_000, activeNeedId: "food" });
}
const r = isWedged({ activeNeedId: "food", recentSkillIds: ["a", "b", "a", "b"] });
assert.equal(r.wedged, false);
assert.equal(r.reason, "relocating");
});
test("relocation clears after travelling ≥200 blocks", () => {
_resetForTest();
markRelocationStarted({ x: 0, z: 0, heading: { name: "N" } });
observe({ x: 250, z: 0, activeNeedId: "food" });
assert.equal(activeRelocation(), null, "relocation cleared after 250b displacement");
});
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// Static knowledge: what each Minecraft biome reliably affords the bot.
//
// Why: pre-v0.3.1 the bot's "find food" skill scanned a 32-block radius
// for passive mobs and gave up. In a desert/ocean/snowy biome there's
// nothing to scan — the bot looped local searches for hours. This
// table lets skills check the *current* biome and pick a strategy
// before reaching for `pathfinder` blindly.
//
// Coverage is informed by vanilla mob spawn rules
// (https://minecraft.fandom.com/wiki/Spawn) — not exhaustive but
// covers the biomes the bot is realistically going to land in on
// 1.21.4 overworld spawn.
//
// Each entry is conservative: a `true` is "the bot has a real shot at
// finding this here", a `false` is "almost never bother scanning".
/**
* Affordance shape:
* has_passive_mobs — cows / pigs / chickens / sheep spawn here
* has_trees — oak/birch/spruce/jungle logs grow naturally
* has_water — open surface water that can be fished
* has_crops — natural berries / pumpkins / melons / sweet_berry_bush
* livable — bot can stand on the surface (not in lava, not
* perpetually underwater)
*/
const DEFAULT = Object.freeze({
has_passive_mobs: true,
has_trees: false,
has_water: false,
has_crops: false,
livable: true,
});
const BIOMES = Object.freeze({
// Forest family — trees + cows/pigs/chickens
forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
birch_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
dark_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
old_growth_birch_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
old_growth_pine_taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
old_growth_spruce_taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
snowy_taiga: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
flower_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
pale_garden: { has_passive_mobs: false, has_trees: true, has_water: false, has_crops: false, livable: true },
// Plains family — open spawn, lots of mobs, scattered trees
plains: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
sunflower_plains: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
meadow: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
cherry_grove: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
// Savanna / jungle — passive mobs + trees
savanna: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
savanna_plateau: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
windswept_savanna: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
jungle: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: true, livable: true },
sparse_jungle: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
bamboo_jungle: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
// Swamp / mangrove — has water + berries
swamp: { has_passive_mobs: true, has_trees: true, has_water: true, has_crops: false, livable: true },
mangrove_swamp: { has_passive_mobs: false, has_trees: true, has_water: true, has_crops: false, livable: true },
// Desert / badlands — NO passive mobs, no trees, no surface water.
// Action plan when the bot is here: walk a cardinal until biome
// boundary is detected (sample bot.world.getBiome at radius 64).
desert: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
badlands: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
eroded_badlands: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
wooded_badlands: { has_passive_mobs: false, has_trees: true, has_water: false, has_crops: false, livable: true },
// Snowy biomes — no passive mobs (rabbits sometimes), strangled trees
snowy_plains: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
ice_spikes: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: true },
frozen_river: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
frozen_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
deep_frozen_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
// Mountains — sparse trees, goats
stony_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
jagged_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
frozen_peaks: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
snowy_slopes: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
grove: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
windswept_hills: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
windswept_gravelly_hills: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
windswept_forest: { has_passive_mobs: true, has_trees: true, has_water: false, has_crops: false, livable: true },
// Beaches / ocean — passive mobs scarce, water everywhere
beach: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
stony_shore: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
snowy_beach: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
cold_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
deep_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
deep_cold_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
lukewarm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
deep_lukewarm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
warm_ocean: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: false },
river: { has_passive_mobs: false, has_trees: false, has_water: true, has_crops: false, livable: true },
// Mushroom — mooshrooms only, no other passive mobs but they ARE food
mushroom_fields: { has_passive_mobs: true, has_trees: false, has_water: false, has_crops: false, livable: true },
// Caves / unsupported dimensions — bot should leave
dripstone_caves: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: false },
lush_caves: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: true, livable: false },
deep_dark: { has_passive_mobs: false, has_trees: false, has_water: false, has_crops: false, livable: false },
});
/**
* affordancesFor(biomeName) → affordance object
*
* Unknown / null / undefined names return the optimistic DEFAULT so
* skills don't get crippled when a new 1.x biome shows up; they just
* fall back to the existing local-scan behaviour.
*/
export function affordancesFor(biomeName) {
if (!biomeName || typeof biomeName !== "string") return DEFAULT;
return BIOMES[biomeName] ?? DEFAULT;
}
export function hasPassiveMobs(biomeName) {
return affordancesFor(biomeName).has_passive_mobs;
}
export function hasTrees(biomeName) {
return affordancesFor(biomeName).has_trees;
}
export function hasWater(biomeName) {
return affordancesFor(biomeName).has_water;
}
export function isLivable(biomeName) {
return affordancesFor(biomeName).livable;
}
// True if this biome is barren enough that the bot's priority should
// be "leave biome" rather than "search local".
export function isBarren(biomeName) {
const a = affordancesFor(biomeName);
return !a.has_passive_mobs && !a.has_trees && !a.has_crops;
}
// True if the biome can't be stood on (deep ocean, caves at y=Y).
export function isUnlivable(biomeName) {
return !affordancesFor(biomeName).livable;
}
// Test exports
export const __testing = { BIOMES, DEFAULT };
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import { test } from "node:test";
import assert from "node:assert/strict";
import {
affordancesFor,
hasPassiveMobs,
hasTrees,
hasWater,
isLivable,
isBarren,
isUnlivable,
__testing,
} from "./biome-affordances.js";
test("plains: full affordances (mobs + scattered trees)", () => {
const a = affordancesFor("plains");
assert.equal(a.has_passive_mobs, true);
assert.equal(a.has_trees, true);
assert.equal(a.livable, true);
});
test("desert: barren (no mobs, no trees, no water)", () => {
assert.equal(hasPassiveMobs("desert"), false);
assert.equal(hasTrees("desert"), false);
assert.equal(hasWater("desert"), false);
assert.equal(isBarren("desert"), true);
assert.equal(isLivable("desert"), true, "desert is walkable, just empty");
});
test("ocean / deep_ocean: unlivable + has water", () => {
assert.equal(isUnlivable("ocean"), true);
assert.equal(isUnlivable("deep_ocean"), true);
assert.equal(hasWater("ocean"), true);
assert.equal(hasPassiveMobs("ocean"), false);
});
test("mushroom_fields: passive mobs (mooshroom) even though no other animals", () => {
assert.equal(hasPassiveMobs("mushroom_fields"), true);
assert.equal(isBarren("mushroom_fields"), false);
});
test("forest variants: trees + mobs", () => {
for (const b of ["forest", "birch_forest", "dark_forest", "taiga", "snowy_taiga", "jungle", "swamp"]) {
assert.equal(hasTrees(b), true, `${b} should have trees`);
assert.equal(hasPassiveMobs(b), true, `${b} should have passive mobs`);
}
});
test("badlands variants: no mobs, no trees (except wooded_badlands)", () => {
assert.equal(hasPassiveMobs("badlands"), false);
assert.equal(hasTrees("badlands"), false);
assert.equal(hasTrees("wooded_badlands"), true, "wooded variant has trees");
assert.equal(isBarren("badlands"), true);
});
test("unknown biome: optimistic defaults (don't cripple skills)", () => {
const a = affordancesFor("not_a_real_biome_2026");
assert.equal(a.has_passive_mobs, true);
assert.equal(a.livable, true);
});
test("null / undefined: optimistic defaults", () => {
assert.deepEqual(affordancesFor(null), __testing.DEFAULT);
assert.deepEqual(affordancesFor(undefined), __testing.DEFAULT);
assert.deepEqual(affordancesFor(42), __testing.DEFAULT);
});
+5
View File
@@ -80,6 +80,7 @@ const ESCALATE_AFTER_NOOPS = 20;
const ESCALATION_COOLDOWN_MS = 10 * 60 * 1000;
let bot = null;
let botSpawnedAt = 0;
let pathWatchdog = null;
let awarenessState = null;
let reflexPaused = false;
@@ -677,6 +678,7 @@ function connect() {
reflexCtx.bot = bot;
bot.once("spawn", () => {
botSpawnedAt = Date.now();
info("mc", `spawned at ${JSON.stringify(bot.entity.position)}`);
appendDiary(`spawned at ${bot.entity.position.x.toFixed(0)},${bot.entity.position.y.toFixed(0)},${bot.entity.position.z.toFixed(0)}`);
ipc?.broadcast(EVENT_TYPES.STATUS, buildSnapshot(bot));
@@ -845,6 +847,9 @@ function tick() {
}
const curriculumEarly = nextCurriculumMilestone(lastSnapshot);
lastSnapshot.curriculum = curriculumEarly;
// Time since spawn — used by storyline orient_self to fall through
// when bot is in a barren biome that never produces "saw blocks".
lastSnapshot._sessionMs = botSpawnedAt ? Date.now() - botSpawnedAt : 0;
// Storyline current step — surfaced in snapshot so chatter and
// other observers can react to step transitions without
// re-importing the picker.
+26
View File
@@ -34,13 +34,27 @@ const PREEMPT_WINDOW_MS = 30_000;
const EMERGENCY_HP = 6;
const EMERGENCY_HOSTILE_DIST = 8;
const EMERGENCY_COOLDOWN_MS = 20_000;
// LLM outage backoff — if 3 consecutive advise() calls return
// http_400 / network_error, suppress further calls for 10 minutes.
const PROVIDER_OUTAGE_FAILS = 3;
const PROVIDER_OUTAGE_BACKOFF_MS = 10 * 60 * 1000;
let _lastTriggerAt = 0;
let _inFlight = false;
let _consecutiveFails = 0;
let _providerOutageUntil = 0;
export function _resetForTest() {
_lastTriggerAt = 0;
_inFlight = false;
_consecutiveFails = 0;
_providerOutageUntil = 0;
}
function isProviderError(code) {
return code === "network_error"
|| code === "timeout"
|| (typeof code === "string" && code.startsWith("http_"));
}
export function getTriggerState() {
@@ -63,6 +77,9 @@ export function tickAdvisor(ctx, { plannedSkillId } = {}) {
if (_inFlight) return { fired: false, reason: "in_flight" };
const now = Date.now();
if (_providerOutageUntil > now) {
return { fired: false, reason: "provider_outage", retryAt: _providerOutageUntil };
}
// Drop a recommendation that's already aged out.
if (ctx.advisorRecommendation && now - ctx.advisorRecommendation.at > RECOMMENDATION_TTL_MS) {
@@ -142,6 +159,15 @@ export function tickAdvisor(ctx, { plannedSkillId } = {}) {
info("advisor-trigger", `recommendation: ${result.action} (${result.latencyMs}ms)`);
} else if (!result.ok) {
warn("advisor-trigger", `advise failed: ${result.code} (${result.detail})`);
if (isProviderError(result.code)) {
_consecutiveFails += 1;
if (_consecutiveFails >= PROVIDER_OUTAGE_FAILS) {
_providerOutageUntil = Date.now() + PROVIDER_OUTAGE_BACKOFF_MS;
warn("advisor-trigger", `LLM provider outage (${_consecutiveFails} fails in a row); backing off ${Math.round(PROVIDER_OUTAGE_BACKOFF_MS / 60000)}min`);
}
}
} else {
_consecutiveFails = 0;
}
})
.catch((e) => {
+25 -6
View File
@@ -113,16 +113,23 @@ export const STORYLINE = Object.freeze([
narration_ru: "Где я? Осмотрюсь и оценю место.",
completed(snap) {
if (!snap?.connected) return false;
// Considered done once HP is full and we've moved a bit (out of
// spawn confusion) or we know nearby blocks include something tangible.
const hp = snap.health ?? 20;
const moved = snap._sessionMs ? snap._sessionMs > 15_000 : true;
// Two completion paths: (a) classic — full HP + saw tangible
// blocks within 16 blocks. (b) timeout — HP=full + session
// >120s. Path (b) exists because in desert/ocean biomes the
// scan radius might never see logs/stone/crops/beds, and we
// were getting stuck on step 1 for hours.
if (hp < 18) return false;
const sawBlocks = (snap.nearbyBlocks?.logs ?? 0)
+ (snap.nearbyBlocks?.stone ?? 0)
+ (snap.nearbyBlocks?.crops ?? 0)
+ (snap.nearbyBlocks?.beds ?? 0)
> 0;
return hp >= 18 && moved && sawBlocks;
if (sawBlocks) return true;
// Fallback: settled for long enough → call orient done and let
// later steps drive forward into the biome.
const sessionMs = snap._sessionMs ?? 0;
return sessionMs > 120_000;
},
suggestSkill(snap) {
// Look around — wander a bit to get a snapshot of what's nearby.
@@ -141,7 +148,10 @@ export const STORYLINE = Object.freeze([
suggestSkill(snap) {
const trees = snap?.nearbyBlocks?.logs ?? 0;
if (trees > 0) return { skillId: "gather.logs" };
// No tree in sight — scout further.
// No tree in sight — scout further. In a biome with no trees
// (desert, ocean) the bot must commit to a long heading; the
// curriculum's wedge detector (v0.3.1+) elevates this to
// village.relocate after a few cycles.
return { skillId: "explore.far", args: { searchFor: "logs" } };
},
emergencyPause,
@@ -196,7 +206,16 @@ export const STORYLINE = Object.freeze([
return countAny(snap?.inventory, FOOD_ITEMS) >= 2;
},
suggestSkill(snap) {
return { skillId: "survive.acquire-food" };
// Two-tier strategy:
// - If a passive food mob is visible nearby (≤24 blocks in
// snapshot), kill it locally with acquire-food.
// - Otherwise scout-food does long-range biome-aware search.
// It commits to a cardinal for ~200 blocks, rescans, and
// on biome boundary detection heads toward food-capable
// terrain.
const hasPassiveNearby = (snap?.nearbyEntities?.passives?.length ?? 0) > 0;
if (hasPassiveNearby) return { skillId: "survive.acquire-food" };
return { skillId: "survive.scout-food" };
},
emergencyPause,
},
+10
View File
@@ -111,6 +111,16 @@ test("pickCurrentStep: fresh spawn → first non-completed step", () => {
assert.equal(r.index, 0);
});
test("orient_self: barren biome timeout fallback completes step after 120s", () => {
const n = getStep("orient_self");
// path (a): full HP + no visible blocks + short session → NOT done (would block).
assert.equal(n.completed(snap({ _sessionMs: 30_000, nearbyBlocks: {} })), false);
// path (b): full HP + no visible blocks + long session → done (timeout fallback).
assert.equal(n.completed(snap({ _sessionMs: 150_000, nearbyBlocks: {} })), true);
// always: low HP → not done
assert.equal(n.completed(snap({ health: 8, _sessionMs: 150_000 })), false);
});
test("pickCurrentStep: bot with 8+ logs → first_wood done, picks crafting_basics", () => {
_resetForTest();
const r = pickCurrentStep(snap({
+24
View File
@@ -30,6 +30,7 @@ import { tickAdvisor, consumeFreshRecommendation } from "./coach/advisor-trigger
import { markRecommendationApplied, markRecommendationOutcome } from "./knowledge/index.js";
import { pickActiveNeed } from "./manifesto/state.js";
import { pickCurrentStep } from "./goal/state.js";
import { observe as observeWedge, isWedged } from "./awareness/wedge-detector.js";
import { situationHash } from "./scenario-memory.js";
import { tickModes } from "./modes.js";
@@ -459,6 +460,29 @@ function curriculumReflex(ctx) {
}
const manifestoSkillId = activeNeed?.skillId ?? null;
// v0.3.1 — wedge detector. Feeds position into rolling-bbox tracker.
// When bot has been stuck in a <50-block bbox for 10 minutes with
// the same need cycling its skills, returns wedged=true and we
// short-circuit to village.relocate which walks 300 blocks in a
// fresh cardinal. Tests pass ctx.disableWedge=true to skip.
if (!ctx.disableWedge && s.position) {
observeWedge({
x: s.position.x, z: s.position.z,
activeNeedId: activeNeed?.need?.id ?? null,
recentSkillIds: ctx.recentSkillIds ?? [],
});
const wedge = isWedged({
activeNeedId: activeNeed?.need?.id ?? null,
recentSkillIds: ctx.recentSkillIds ?? [],
});
if (wedge.wedged) {
ctx.lastCurriculumAt = Date.now();
info(REFLEX_LOG, `wedged: bbox=${Math.round(wedge.bboxDim)}b need=${activeNeed?.need?.id} for ${Math.round(wedge.needAgeMs / 1000)}s → village.relocate`);
ctx.dispatch(() => runSkill("village.relocate", ctx), "village.relocate", {});
return { action: "dispatched", kind: "wedge-relocate", label: "village.relocate" };
}
}
// v0.3.1 — storyline: the canonical Minecraft survival quest. Gives
// the bot a concrete, narratable next-action ("collect 8 logs",
// "place crafting table"). Storyline yields to manifesto on L0
+2
View File
@@ -52,6 +52,7 @@ function makeCtx({
disableAdvisor = true, // advisor-trigger fires real async LLM calls,
// tested directly in advisor-trigger.test.js.
disableStoryline = true, // storyline tested in goal/storyline.test.js
disableWedge = true, // wedge tested in awareness/wedge-detector.test.js
} = {}) {
const dispatches = [];
const ctx = {
@@ -67,6 +68,7 @@ function makeCtx({
disableManifesto,
disableAdvisor,
disableStoryline,
disableWedge,
dispatch(fn, label, opts = {}) {
dispatches.push({ fn, label, opts });
},
+159
View File
@@ -0,0 +1,159 @@
// recovery.escape-pit-safe — multi-strategy escape from a hole / pit.
//
// Why this exists alongside recovery.tunnel-out and survive.pillar-up:
//
// tunnel-out tries to dig sideways through walls — fails on
// unbreakable terrain or when there's no clear horizontal exit.
// pillar-up places blocks under the bot and jumps — fails when
// there's a ceiling block above the column.
//
// Both fail silently in a deep cave or 2×2 hole with a ceiling.
// escape-pit-safe surveys options first, then commits:
//
// 1. Scan 4 cardinals at head height + foot height. Pick the one
// with the closest open path to surface (defined as: column
// with sky visibility above OR ≥3 air blocks horizontal followed
// by stairs / slope up).
// 2. If a clear horizontal path exists → recovery.tunnel-out toward it.
// 3. If no horizontal path BUT ceiling is open above us → pillar-up.
// 4. If both blocked → return "stuck" and let the LLM-advisor flag a
// genuine improvement (e.g. "need water-bucket-MLG", "need to
// mine through stone").
import { info, warn } from "../log.js";
import { runSkill } from "./index.js";
const SCAN_RADIUS = 6;
const HEAD_OFFSET_Y = 1;
function blockNameAt(bot, x, y, z) {
try {
const b = bot.blockAt?.({ x: Math.floor(x), y: Math.floor(y), z: Math.floor(z) });
return b?.name ?? null;
} catch { return null; }
}
function isAir(name) { return name === "air" || name === "cave_air" || name === "void_air"; }
function isWater(name) { return name === "water" || name === "flowing_water"; }
function isLava(name) { return name === "lava" || name === "flowing_lava"; }
function isPassable(name) { return isAir(name) || (name && /carpet|button|torch|grass$/.test(name)); }
// Look up to 32 blocks straight up from (x,y,z). Return distance to first
// non-air block, or Infinity if open all the way (this is a sky-visible
// column we could pillar-up out of).
function ceilingDistance(bot, x, y, z) {
for (let dy = HEAD_OFFSET_Y + 1; dy <= 32; dy++) {
const n = blockNameAt(bot, x, y + dy, z);
if (!n) return dy; // unloaded chunk = no info; treat conservatively
if (!isAir(n)) return dy;
}
return Infinity;
}
// Scan SCAN_RADIUS blocks in each cardinal at head height. Return
// summary per direction: open-block count, lava/water hits, first
// non-air block name.
function scanCardinals(bot) {
const pos = bot?.entity?.position;
if (!pos) return [];
const head = pos.offset?.(0, HEAD_OFFSET_Y, 0) ?? { x: pos.x, y: pos.y + HEAD_OFFSET_Y, z: pos.z };
const dirs = [
{ name: "N", dx: 0, dz: -1 },
{ name: "E", dx: 1, dz: 0 },
{ name: "S", dx: 0, dz: 1 },
{ name: "W", dx: -1, dz: 0 },
];
return dirs.map((d) => {
let openBlocks = 0;
let lavaAt = -1;
let waterAt = -1;
let firstBlock = null;
for (let r = 1; r <= SCAN_RADIUS; r++) {
const x = head.x + d.dx * r;
const z = head.z + d.dz * r;
const n = blockNameAt(bot, x, head.y, z);
if (isLava(n) && lavaAt < 0) lavaAt = r;
if (isWater(n) && waterAt < 0) waterAt = r;
if (isPassable(n)) {
openBlocks++;
if (firstBlock === null) firstBlock = "(air)";
} else {
if (firstBlock === null) firstBlock = n ?? "(unknown)";
break;
}
}
return { ...d, openBlocks, lavaAt, waterAt, firstBlock };
});
}
export const skill = Object.freeze({
id: "recovery.escape-pit-safe",
title: "Escape a pit — survey directions and pick the safest exit",
timeoutMs: 90_000,
preconditions(ctx) {
if (!ctx?.bot?.entity?.position) return { ok: false, code: "no_bot", detail: "bot missing" };
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
const pos = bot.entity.position;
const dirs = scanCardinals(bot);
const ceiling = ceilingDistance(bot, pos.x, pos.y, pos.z);
info(
"action",
`escape-pit-safe: cardinals=${dirs.map((d) => `${d.name}:${d.openBlocks}/${d.firstBlock}`).join(" ")} ceiling=${ceiling === Infinity ? "open" : ceiling + "b"}`,
);
// 1. Choose the direction with most open blocks (≥3) and no lava.
const horizontal = dirs
.filter((d) => d.openBlocks >= 3 && d.lavaAt < 0)
.sort((a, b) => b.openBlocks - a.openBlocks)[0];
if (horizontal) {
info("action", `escape-pit-safe: walking out via ${horizontal.name} (${horizontal.openBlocks}b clear)`);
// Delegate to wander step or simple controlled walk. Easier:
// invoke recovery.tunnel-out with a hint of the chosen direction.
const res = await runSkill("recovery.tunnel-out", ctx, { preferredDir: horizontal.name });
return {
ok: !!res?.ok,
code: res?.code ?? (res?.ok ? "done" : "tunnel_failed"),
detail: { strategy: "horizontal_walk", direction: horizontal.name, tunnelResult: res?.detail },
worldDelta: res?.worldDelta ?? { strategy: "horizontal_walk", direction: horizontal.name },
};
}
// 2. No horizontal exit — try pillar-up only if ceiling is open
// for the bot's height (≥3 blocks: head + 1 build + 1 ceiling slack).
if (ceiling >= 4) {
info("action", `escape-pit-safe: ceiling clear (${ceiling}b), trying pillar-up`);
const res = await runSkill("survive.pillar-up", ctx);
return {
ok: !!res?.ok,
code: res?.code ?? (res?.ok ? "done" : "pillar_failed"),
detail: { strategy: "pillar_up", ceiling, pillarResult: res?.detail },
worldDelta: res?.worldDelta ?? { strategy: "pillar_up" },
};
}
// 3. Both blocked — surrender. The LLM-advisor will see this in
// recent dispatches and can suggest village.relocate or flag a
// new skill request.
warn("action", `escape-pit-safe: no viable strategy (horizontal blocked + ceiling ${ceiling}b)`);
return {
ok: false,
code: "no_strategy",
detail: { horizontal: dirs.map((d) => ({ d: d.name, open: d.openBlocks, lava: d.lavaAt })), ceiling },
worldDelta: null,
};
},
recover(ctx, result) {
if (result.code === "no_strategy") {
return { hint: "wander", reason: "no viable pit-escape; let curriculum try a different action" };
}
return null;
},
});
// Test exports
export const __testing = { scanCardinals, ceilingDistance, isAir, isPassable, SCAN_RADIUS };
+6
View File
@@ -30,11 +30,14 @@ import { skill as flee } from "./flee.js";
import { skill as sleep } from "./sleep.js";
import { skill as tunnelOut } from "./recovery-tunnel-out.js";
import { skill as pillarUp } from "./pillar-up.js";
import { skill as escapePitSafe } from "./escape-pit-safe.js";
import { skill as diagPhysics } from "./diagnose-physics.js";
import { skill as diagScan, matchSkill as diagMatch } from "./diagnose-scan.js";
import { skill as gatherStone } from "./gather-stone.js";
import { skill as gatherWool } from "./gather-wool.js";
import { skill as acquireFood } from "./acquire-food.js";
import { skill as scoutFood } from "./scout-food.js";
import { skill as relocate } from "./relocate.js";
import { skill as chooseBase } from "./choose-base.js";
import { skill as buildShelter } from "./build-shelter.js";
import { skill as placeChest } from "./place-chest.js";
@@ -74,12 +77,15 @@ register(flee);
register(sleep);
register(tunnelOut);
register(pillarUp);
register(escapePitSafe);
register(diagPhysics);
register(diagScan);
register(diagMatch);
register(gatherStone);
register(gatherWool);
register(acquireFood);
register(scoutFood);
register(relocate);
register(chooseBase);
register(buildShelter);
register(placeChest);
+139
View File
@@ -0,0 +1,139 @@
// village.relocate — commit-and-walk skill that breaks the bot out of
// "I've been wandering the same 50×50 area for 2 hours" failure mode.
//
// Heuristic: when the wedge-detector says we're stuck, this skill is
// dispatched with no biome preference; it picks the least-recently-
// visited cardinal (or any cardinal if no history) and walks ~300
// blocks toward it, with a hard time budget. While it runs, the
// reflex's wedge-detector knows a relocation is in flight and won't
// fire another one on top.
//
// The skill ignores the active need entirely for its duration — its
// only job is to displace the bot far enough that the surrounding
// biome is fresh and skills like survive.acquire-food / gather.logs
// have new local context to work with.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { info } from "../log.js";
import { markRelocationStarted } from "../awareness/wedge-detector.js";
const CARDINALS = [
{ name: "N", dx: 0, dz: -1 },
{ name: "E", dx: 1, dz: 0 },
{ name: "S", dx: 0, dz: 1 },
{ name: "W", dx: -1, dz: 0 },
];
const DEFAULT_DISTANCE = 300;
const STEP_BLOCKS = 32; // re-path every N blocks for liveness
const STEP_TIMEOUT_MS = 30_000;
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function setMovementsForTravel(bot) {
const m = new Movements(bot);
m.canDig = false;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
function pickCardinal(ctx, args) {
// Explicit override wins
if (args?.heading) {
const found = CARDINALS.find((c) => c.name === args.heading);
if (found) return found;
}
// Otherwise pick a cardinal not recently used. ctx may carry a
// recentRelocations array {name, ts}; default = N.
const recent = new Set((ctx?.recentRelocations ?? []).map((r) => r.name));
const untried = CARDINALS.filter((c) => !recent.has(c.name));
return untried[0] ?? CARDINALS[Math.floor(Math.random() * CARDINALS.length)];
}
export const skill = Object.freeze({
id: "village.relocate",
title: "Walk 300 blocks in a fresh cardinal to break a wedge",
timeoutMs: 180_000,
preconditions(ctx) {
if (!ctx?.bot?.entity?.position) {
return { ok: false, code: "no_bot", detail: "bot or entity missing" };
}
return { ok: true };
},
async execute(ctx, args = {}) {
const bot = ctx.bot;
const distance = Math.max(64, Math.min(args?.distance ?? DEFAULT_DISTANCE, 600));
const cardinal = pickCardinal(ctx, args);
const start = { x: bot.entity.position.x, z: bot.entity.position.z };
markRelocationStarted({ x: start.x, z: start.z, heading: cardinal });
ctx.recentRelocations = (ctx.recentRelocations ?? []).slice(-3);
ctx.recentRelocations.push({ name: cardinal.name, ts: Date.now() });
ensurePathfinder(bot);
setMovementsForTravel(bot);
info("action", `relocate: heading ${cardinal.name} for ${distance}b from (${Math.round(start.x)}, ${Math.round(start.z)})`);
let travelled = 0;
const errors = [];
while (travelled < distance) {
if (ctx?.abortSignal?.aborted) {
return {
ok: travelled >= distance / 2, // partial counts if we got at least half
code: travelled >= distance / 2 ? "partial" : "preempted",
detail: { travelled: Math.round(travelled), heading: cardinal.name },
worldDelta: { moved: Math.round(travelled), heading: cardinal.name },
};
}
const stepDist = Math.min(STEP_BLOCKS, distance - travelled);
const targetX = start.x + cardinal.dx * (travelled + stepDist);
const targetZ = start.z + cardinal.dz * (travelled + stepDist);
const targetY = Math.floor(bot.entity.position.y);
try {
await Promise.race([
bot.pathfinder.goto(new goals.GoalNear(Math.floor(targetX), targetY, Math.floor(targetZ), 4)),
new Promise((_, rej) => setTimeout(() => rej(new Error("step timeout")), STEP_TIMEOUT_MS)),
]);
} catch (e) {
errors.push(e?.message ?? String(e));
if (errors.length >= 3) break;
// brief pause then keep trying
await new Promise((r) => setTimeout(r, 500));
}
// Measure actual progress (pathfinder might have routed around)
const dx = bot.entity.position.x - start.x;
const dz = bot.entity.position.z - start.z;
travelled = Math.hypot(dx, dz);
}
const endPos = bot.entity.position;
const finalDist = Math.hypot(endPos.x - start.x, endPos.z - start.z);
if (finalDist < 50) {
return {
ok: false,
code: "stuck_in_place",
detail: { travelled: Math.round(finalDist), heading: cardinal.name, errors: errors.slice(0, 3) },
worldDelta: { moved: Math.round(finalDist) },
};
}
return {
ok: true,
code: "done",
detail: { travelled: Math.round(finalDist), heading: cardinal.name },
worldDelta: { moved: Math.round(finalDist), heading: cardinal.name, mode: "relocate" },
};
},
recover(ctx, result) {
if (result.code === "stuck_in_place") {
return { hint: "wander", reason: "relocate could not gain ground; let wander try a new tactic" };
}
return null;
},
});
// Test exports
export const __testing = { CARDINALS, DEFAULT_DISTANCE, pickCardinal };
+276
View File
@@ -0,0 +1,276 @@
// survive.scout-food — longer-range, biome-aware food search.
//
// Why this exists alongside survive.acquire-food:
//
// acquire-food is the "I see a cow, hunt it" skill. Its precondition
// requires a passive food mob within ~32 blocks; if there isn't one,
// the skill bails immediately. In v0.3.0 that produced two failure
// modes that kept the bot looping for hours:
//
// 1. Biome with NO passive mobs (desert, ocean, snowy peaks, deep
// caves). acquire-food can never succeed there — the bot just
// kept scanning the same 32-block sphere.
//
// 2. Biome WITH passive mobs but the immediate area is empty. The
// bot wandered 1-8 blocks at a time around the same 50×50 patch
// and never committed to a direction long enough to leave it.
//
// scout-food applies the "commit-to-cardinal" pattern (per the v0.3.1
// design research): scan(32) → patrol(64, time-budget) → if still
// nothing, walk a chosen cardinal for ~200 blocks, rescanning every
// 16 blocks. On exhaustion of all 4 cardinals it surrenders to the
// curriculum so the operator-driven `village.relocate` or LLM advisor
// can pick up.
//
// Biome-awareness:
// - If current biome's affordance table has has_passive_mobs=false
// AND has_water=false, skip the local scan entirely and pick the
// most plausible "leave biome" heading: sample neighbour biomes at
// radius 64 in 8 directions, pick the first one whose affordances
// say has_passive_mobs=true.
// - In water-bearing barren biomes (ocean shores, frozen rivers)
// fishing isn't implemented yet — operator-facing improvement.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { info, warn } from "../log.js";
import { foods } from "./groups.js";
import { affordancesFor, hasPassiveMobs, isBarren } from "../biome-affordances.js";
const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
const CARDINALS = [
{ name: "N", dx: 0, dz: -1 },
{ name: "E", dx: 1, dz: 0 },
{ name: "S", dx: 0, dz: 1 },
{ name: "W", dx: -1, dz: 0 },
];
const PATROL_TICK_DISTANCE = 16;
const DEFAULT_COMMIT_DISTANCE = 200;
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function setMovementsForTravel(bot) {
const m = new Movements(bot);
m.canDig = false;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
function foodCount(bot) {
const allowed = foods(bot);
return bot.inventory.items().reduce((sum, item) => allowed.has(item.name) ? sum + item.count : sum, 0);
}
function nearestPassiveFoodMob(bot, maxDistance) {
const here = bot?.entity?.position;
if (!here) return null;
let best = null;
for (const e of Object.values(bot.entities ?? {})) {
if (!e?.position || !PASSIVE_FOOD_MOBS.has(e.name)) continue;
const d = e.position.distanceTo(here);
if (d > maxDistance) continue;
if (!best || d < best.distance) best = { entity: e, distance: d };
}
return best;
}
function currentBiomeName(bot) {
try {
const block = bot.blockAt?.(bot.entity?.position);
const b = block?.biome;
if (typeof b === "string") return b;
if (b?.name) return b.name;
return null;
} catch { return null; }
}
function biomeNameAt(bot, x, y, z) {
try {
const block = bot.blockAt?.({ x: Math.floor(x), y: Math.floor(y), z: Math.floor(z) });
const b = block?.biome;
if (typeof b === "string") return b;
if (b?.name) return b.name;
return null;
} catch { return null; }
}
// Sample biomes in 8 compass directions at the given radius; return
// the heading whose biome has passive mobs.
function scanForFoodCapableNeighbourBiome(bot, radius = 64) {
const here = bot?.entity?.position;
if (!here) return null;
const dirs = [
{ name: "N", dx: 0, dz: -1 },
{ name: "NE", dx: 0.71, dz: -0.71 },
{ name: "E", dx: 1, dz: 0 },
{ name: "SE", dx: 0.71, dz: 0.71 },
{ name: "S", dx: 0, dz: 1 },
{ name: "SW", dx: -0.71, dz: 0.71 },
{ name: "W", dx: -1, dz: 0 },
{ name: "NW", dx: -0.71, dz: -0.71 },
];
for (const d of dirs) {
const b = biomeNameAt(bot, here.x + d.dx * radius, here.y, here.z + d.dz * radius);
if (b && hasPassiveMobs(b)) return { heading: d, biome: b };
}
return null;
}
async function patrolCardinal(bot, cardinal, distance, ctx) {
ensurePathfinder(bot);
setMovementsForTravel(bot);
const start = bot.entity.position.clone?.() ?? { ...bot.entity.position };
let travelled = 0;
while (travelled < distance) {
if (ctx?.abortSignal?.aborted) return { aborted: true, travelled };
const tx = start.x + cardinal.dx * (travelled + PATROL_TICK_DISTANCE);
const tz = start.z + cardinal.dz * (travelled + PATROL_TICK_DISTANCE);
const goal = new goals.GoalNear(Math.floor(tx), Math.floor(bot.entity.position.y), Math.floor(tz), 2);
try {
await Promise.race([
bot.pathfinder.goto(goal),
new Promise((_, rej) => setTimeout(() => rej(new Error("patrol step timeout")), 30_000)),
]);
} catch (e) {
return { aborted: false, travelled, error: e?.message ?? String(e) };
}
travelled += PATROL_TICK_DISTANCE;
// Rescan after every step.
const target = nearestPassiveFoodMob(bot, 32);
if (target) return { aborted: false, travelled, target };
}
return { aborted: false, travelled };
}
export const skill = Object.freeze({
id: "survive.scout-food",
title: "Scout for food at long range (biome-aware)",
timeoutMs: 240_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
if (foodCount(ctx.bot) > 0) {
return { ok: false, code: "already_have", detail: "already carrying edible food" };
}
return { ok: true };
},
async execute(ctx, args = {}) {
const bot = ctx.bot;
const before = foodCount(bot);
const triedCardinals = new Set(args?._triedCardinals ?? []);
// Step 0: biome check. If barren, head toward a food-capable neighbour.
const biome = currentBiomeName(bot);
const aff = affordancesFor(biome);
info("action", `scout-food: biome=${biome ?? "?"} mobs=${aff.has_passive_mobs} barren=${isBarren(biome)}`);
if (!aff.has_passive_mobs) {
const next = scanForFoodCapableNeighbourBiome(bot, 64);
if (next) {
info("action", `scout-food: leaving barren biome ${biome}${next.biome} via ${next.heading.name}`);
const result = await patrolCardinal(bot, next.heading, DEFAULT_COMMIT_DISTANCE, ctx);
if (result.aborted) return { ok: false, code: "preempted", worldDelta: null };
if (result.target) {
return await tryHunt(bot, result.target, before);
}
return {
ok: false,
code: "no_target",
detail: `walked ${Math.round(result.travelled)}b ${next.heading.name} toward ${next.biome}, still no food`,
worldDelta: { moved: Math.round(result.travelled), heading: next.heading.name, from_biome: biome, to_biome: next.biome },
};
}
// Ringed by barren biomes; pick the first cardinal not yet tried.
}
// Step 1: scan radius 32 (cheap).
let target = nearestPassiveFoodMob(bot, 32);
if (target) return await tryHunt(bot, target, before);
// Step 2: scan radius 64 — entities frequently spawn just outside
// our local horizon.
target = nearestPassiveFoodMob(bot, 64);
if (target) return await tryHunt(bot, target, before);
// Step 3: commit to a cardinal we haven't tried in this incident.
const untried = CARDINALS.filter((c) => !triedCardinals.has(c.name));
if (untried.length === 0) {
return {
ok: false,
code: "exhausted",
detail: "tried all 4 cardinals without finding a food mob — switch to village.relocate",
worldDelta: null,
};
}
const cardinal = untried[0];
info("action", `scout-food: commit cardinal ${cardinal.name} for ${DEFAULT_COMMIT_DISTANCE}b`);
const result = await patrolCardinal(bot, cardinal, DEFAULT_COMMIT_DISTANCE, ctx);
if (result.aborted) return { ok: false, code: "preempted", worldDelta: null };
if (result.target) return await tryHunt(bot, result.target, before);
return {
ok: false,
code: "no_target",
detail: { tried: cardinal.name, travelled: Math.round(result.travelled), error: result.error ?? null },
worldDelta: { moved: Math.round(result.travelled), heading: cardinal.name, from_biome: biome },
};
},
recover(ctx, result) {
if (result.code === "exhausted") {
return { hint: "relocate", reason: "scout-food exhausted all 4 cardinals; needs a long jump" };
}
if (result.code === "no_target") {
return { hint: "wander", reason: "scout completed leg without finding mob; try another cardinal" };
}
return null;
},
});
async function tryHunt(bot, target, before) {
ensurePathfinder(bot);
setMovementsForTravel(bot);
try {
await Promise.race([
bot.pathfinder.goto(new goals.GoalFollow(target.entity, 2)),
new Promise((_, rej) => setTimeout(() => rej(new Error("path-to-mob timeout")), 30_000)),
]);
} catch (e) {
return { ok: false, code: "no_path", detail: e?.message ?? "path failed", worldDelta: null };
}
info("action", `scout-food: engaging ${target.entity.name}@${target.distance.toFixed(1)}b`);
for (let i = 0; i < 8; i++) {
const current = Object.values(bot.entities ?? {}).find((e) => e.id === target.entity.id);
if (!current) break;
if (current.position.distanceTo(bot.entity.position) > 4) {
try {
await Promise.race([
bot.pathfinder.goto(new goals.GoalFollow(current, 2)),
new Promise((_, rej) => setTimeout(() => rej(new Error("repath timeout")), 8_000)),
]);
} catch {}
}
bot.attack(current);
await new Promise((r) => setTimeout(r, 700));
}
await new Promise((r) => setTimeout(r, 1_000));
const after = foodCount(bot);
if (after <= before) {
return { ok: false, code: "no_drop", detail: `hunted ${target.entity.name} but no edible drop`, worldDelta: null };
}
return {
ok: true,
code: "done",
detail: { source: "hunt", mob: target.entity.name, gained: after - before },
worldDelta: { acquiredFood: after - before, source: "hunt", mob: target.entity.name },
};
}
// Test exports
export const __testing = {
CARDINALS, PATROL_TICK_DISTANCE, DEFAULT_COMMIT_DISTANCE,
nearestPassiveFoodMob, currentBiomeName, scanForFoodCapableNeighbourBiome,
};