v0.3.1: survival behaviour overhaul — storyline, biome-aware scout, wedge-relocate, food/perf fixes, monitor TUI #28
@@ -946,6 +946,25 @@ function tick() {
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function startTickLoop() {
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function startTickLoop() {
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if (tickTimer) clearInterval(tickTimer);
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if (tickTimer) clearInterval(tickTimer);
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tickTimer = setInterval(tick, config.tickIntervalMs);
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tickTimer = setInterval(tick, config.tickIntervalMs);
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startPerfBufferReaper();
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}
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// mineflayer + mineflayer-pathfinder emit performance.mark/measure
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// entries that accumulate in the global perf_hooks buffer with no
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// upper bound. Over a multi-hour run this grew past 1,000,000 entries
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// ("MaxPerformanceEntryBufferExceededWarning") and is a prime suspect
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// for the overnight OOM. We don't consume those entries, so clear the
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// buffer on a slow interval.
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let perfReaperTimer = null;
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function startPerfBufferReaper() {
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if (perfReaperTimer) return;
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perfReaperTimer = setInterval(() => {
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try {
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performance.clearMeasures?.();
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performance.clearMarks?.();
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} catch {}
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}, 60_000);
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perfReaperTimer.unref?.();
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}
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}
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// ---- IPC commands ----------------------------------------------------------
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// ---- IPC commands ----------------------------------------------------------
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@@ -232,16 +232,17 @@ export const STORYLINE = Object.freeze([
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title: "Найти первую еду",
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title: "Найти первую еду",
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narration_ru: "Нужна еда — ищу корову, курицу или ягоды.",
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narration_ru: "Нужна еда — ищу корову, курицу или ягоды.",
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completed(snap) {
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completed(snap) {
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return countAny(snap?.inventory, FOOD_ITEMS) >= 2;
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// Done if we have a stock (≥2 food items) OR the hunger bar is
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// comfortable (≥14). A sated bot should be chopping wood, not
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// chasing a chicken it doesn't need — it'll grab food
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// opportunistically when one wanders close.
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if (countAny(snap?.inventory, FOOD_ITEMS) >= 2) return true;
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if ((snap?.food ?? 20) >= 14) return true;
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return false;
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},
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},
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suggestSkill(snap) {
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suggestSkill(snap) {
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// Two-tier strategy:
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// Only reached when the bot is actually hungry (food < 14) and
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// - If a passive food mob is visible nearby (≤24 blocks in
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// has no stock. Local mob → acquire-food; else long-range scout.
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// snapshot), kill it locally with acquire-food.
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// - Otherwise scout-food does long-range biome-aware search.
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// It commits to a cardinal for ~200 blocks, rescans, and
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// on biome boundary detection heads toward food-capable
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// terrain.
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if (hasLocalFoodMob(snap)) return { skillId: "survive.acquire-food" };
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if (hasLocalFoodMob(snap)) return { skillId: "survive.acquire-food" };
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return { skillId: "survive.scout-food" };
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return { skillId: "survive.scout-food" };
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},
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},
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@@ -73,10 +73,14 @@ test("step first_tools: requires all three wood tools", () => {
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assert.equal(s.completed(snap({ inventory: { stone_pickaxe: 1, stone_axe: 1, stone_sword: 1 } })), true);
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assert.equal(s.completed(snap({ inventory: { stone_pickaxe: 1, stone_axe: 1, stone_sword: 1 } })), true);
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});
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});
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test("step first_food: completed at ≥2 food items", () => {
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test("step first_food: completed at ≥2 food items, OR when sated (food≥14)", () => {
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const s = getStep("first_food");
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const s = getStep("first_food");
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assert.equal(s.completed(snap()), false);
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// hungry + no food → not done
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assert.equal(s.completed(snap({ inventory: { bread: 2 } })), true);
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assert.equal(s.completed(snap({ food: 8 })), false);
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// hungry + 2 food items → done (have a stock)
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assert.equal(s.completed(snap({ food: 8, inventory: { bread: 2 } })), true);
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// sated (food≥14) + no food → done (don't chase food while full)
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assert.equal(s.completed(snap({ food: 17 })), true);
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});
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});
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test("step first_food: local hunt only for edible passive mobs within acquire range", () => {
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test("step first_food: local hunt only for edible passive mobs within acquire range", () => {
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+63
-10
@@ -334,16 +334,28 @@ export function createImprovementRequest({
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} = {}) {
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} = {}) {
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if (!_isAvailable() || !title) return null;
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if (!_isAvailable() || !title) return null;
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try {
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try {
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// Dedup: if an open request with same title (case-insensitive) exists,
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// Fuzzy dedup: the LLM re-files the same gap with reworded titles
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// bump its votes instead of inserting a new row.
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// ("целевого поиска еды" vs "целевого дальнего поиска еды по биому").
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const dup = _getStore().prepare(`
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// Exact-title match misses these, so we compare normalized token
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SELECT id, votes FROM improvement_requests
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// sets against ALL recent requests (any status — a closed/
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WHERE LOWER(title) = LOWER(?) AND status = 'open'
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// implemented one shouldn't reappear as a fresh open row). On a
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ORDER BY ts DESC LIMIT 1
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// strong overlap we bump votes (if still open) and return, instead
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`).get(title);
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// of inserting a near-duplicate.
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if (dup) {
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const incoming = tokenize(title);
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_getStore().prepare(`UPDATE improvement_requests SET votes = votes + 1 WHERE id = ?`).run(dup.id);
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const candidates = _getStore().prepare(`
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return dup.id;
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SELECT id, title, status, votes FROM improvement_requests
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ORDER BY ts DESC LIMIT 60
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`).all();
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for (const c of candidates) {
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if (isDuplicateTitle(incoming, tokenize(c.title))) {
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// Re-flagged gap. If it's still open, count the vote. If it
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// was implemented/rejected, do NOT resurrect it — just
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// return its id so the caller treats it as "already known".
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if (c.status === "open") {
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_getStore().prepare(`UPDATE improvement_requests SET votes = votes + 1 WHERE id = ?`).run(c.id);
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}
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return c.id;
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}
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}
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}
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const res = _getStore().prepare(`
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const res = _getStore().prepare(`
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INSERT INTO improvement_requests
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INSERT INTO improvement_requests
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@@ -412,7 +424,48 @@ export function markImprovementStatus(id, { status, notes } = {}) {
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function clamp(n, lo, hi) { return Math.max(lo, Math.min(hi, Number(n) || lo)); }
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function clamp(n, lo, hi) { return Math.max(lo, Math.min(hi, Number(n) || lo)); }
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// Normalize a title into a set of meaningful tokens for fuzzy dedup.
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// Lowercase, strip punctuation, drop short / stop words (RU + EN) that
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// carry no signal ("нет", "навыка", "для", "the", "a", …).
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const _STOP = new Set([
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"нет", "навык", "навыка", "для", "из", "по", "в", "на", "и", "с", "к",
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"когда", "нужно", "это", "что", "the", "a", "an", "to", "of", "for",
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"no", "skill", "has", "is", "low", "rate",
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]);
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function tokenize(s) {
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if (!s || typeof s !== "string") return new Set();
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const words = s.toLowerCase()
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.replace(/["'`(),.:;!?\/\\-]+/g, " ")
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.split(/\s+/)
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.filter((w) => w.length >= 3 && !_STOP.has(w));
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return new Set(words);
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}
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function jaccard(a, b) {
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if (a.size === 0 || b.size === 0) return 0;
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let inter = 0;
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for (const w of a) if (b.has(w)) inter++;
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return inter / (a.size + b.size - inter);
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}
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function intersectionSize(a, b) {
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let n = 0;
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for (const w of a) if (b.has(w)) n++;
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return n;
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}
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// Two titles are "the same gap" when they either overlap very strongly
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// (jaccard ≥ 0.75) OR share at least 3 meaningful tokens with moderate
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// overlap (≥ 0.5). The 3-token floor stops short titles with one or two
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// generic words in common ("low-prio thing" vs "high-prio thing") from
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// false-matching, while still catching reworded long titles.
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function isDuplicateTitle(a, b) {
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const j = jaccard(a, b);
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if (j >= 0.75) return true;
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return intersectionSize(a, b) >= 3 && j >= 0.5;
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}
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function safeParse(s) {
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function safeParse(s) {
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if (!s) return null;
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if (!s) return null;
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try { return JSON.parse(s); } catch { return null; }
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try { return JSON.parse(s); } catch { return null; }
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}
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}
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// Test exports
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export const __testing = { tokenize, jaccard, isDuplicateTitle };
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@@ -320,6 +320,42 @@ test("improvement requests: create, dedup-by-title bumps votes, list filters", a
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assert.ok(!stillOpen.some((r) => r.id === id1));
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assert.ok(!stillOpen.some((r) => r.id === id1));
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});
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});
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test("improvement requests: fuzzy dedup catches reworded titles + won't resurrect closed ones", async () => {
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await bootstrap();
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if (!isAvailable()) return;
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const a = createImprovementRequest({
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source: "postmortem", category: "skill",
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title: "Нет навыка целевого поиска еды по биому", priority: 1,
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});
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assert.ok(a);
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// Reworded near-duplicate — should map to the SAME row, bump votes.
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const b = createImprovementRequest({
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source: "reflect", category: "skill",
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title: "Нет навыка целевого дальнего поиска еды по биому", priority: 1,
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});
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assert.equal(b, a, "reworded title deduped to original");
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// Mark it implemented, then the LLM re-files the same gap reworded
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// again — must NOT create a fresh open row (no resurrection).
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markImprovementStatus(a, { status: "implemented", notes: "scout-food" });
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const c = createImprovementRequest({
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source: "reflect", category: "skill",
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title: "Нужен навык дальнего поиска еды по биому", priority: 1,
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});
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assert.equal(c, a, "re-filed closed gap returns existing id, no new row");
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const open = listImprovements({ status: "open" });
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assert.ok(!open.some((r) => r.id === a), "closed gap stays closed");
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});
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test("tokenize / jaccard: similarity helpers", async () => {
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const { tokenize, jaccard } = (await import("./index.js")).__testing;
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const t1 = tokenize("Нет навыка целевого поиска еды по биому");
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const t2 = tokenize("Нет навыка целевого дальнего поиска еды по биому");
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assert.ok(jaccard(t1, t2) >= 0.6, `expected ≥0.6, got ${jaccard(t1, t2)}`);
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const t3 = tokenize("Trigger wedged_96s has low success rate");
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assert.ok(jaccard(t1, t3) < 0.3, "unrelated titles score low");
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});
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test("improvement requests: priority and status ordering", async () => {
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test("improvement requests: priority and status ordering", async () => {
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await bootstrap();
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await bootstrap();
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if (!isAvailable()) return;
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if (!isAvailable()) return;
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@@ -122,9 +122,18 @@ function alivePursue(s) {
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return null;
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return null;
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}
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}
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// SATED_FOOD — above this hunger level the bot is NOT hungry; chasing
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// food (scout/acquire) is wasted motion. The bot should keep working
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// toward wood/tools/shelter and pick up food opportunistically. It
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// only becomes a hard need again when the bar drops below this.
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const SATED_FOOD = 14;
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function foodDetect(s) {
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function foodDetect(s) {
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if (!s?.connected) return true;
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if (!s?.connected) return true;
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if ((s.food ?? 20) >= 18 && countAny(s.inventory, FOOD_ITEMS) >= 1) return true;
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// Comfortable hunger bar → treat L1 as satisfied even with an empty
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// food inventory. (Was: required 6+ food items, which made a sated
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// bot loop scout/acquire-food for hours doing nothing else.)
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if ((s.food ?? 20) >= SATED_FOOD) return true;
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return countAny(s.inventory, FOOD_ITEMS) >= 6;
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return countAny(s.inventory, FOOD_ITEMS) >= 6;
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}
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}
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@@ -33,13 +33,19 @@ test("pickActiveNeed: fresh spawn → L0 alive if zero food", () => {
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assert.equal(a.skillId, "survive.scout-food");
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assert.equal(a.skillId, "survive.scout-food");
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});
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});
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test("pickActiveNeed: hp ok, no food in inventory → L1 food (scout)", () => {
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test("pickActiveNeed: hungry (food<14), no food in inventory → L1 food (scout)", () => {
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_resetForTest();
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_resetForTest();
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const a = pickActiveNeed(snap());
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const a = pickActiveNeed(snap({ food: 8 }));
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assert.equal(a.need.id, "food");
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assert.equal(a.need.id, "food");
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assert.equal(a.skillId, "survive.scout-food");
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assert.equal(a.skillId, "survive.scout-food");
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});
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});
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test("pickActiveNeed: sated (food=20) + empty inventory → skips L1, goes to L2 tools_wood", () => {
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_resetForTest();
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const a = pickActiveNeed(snap());
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assert.equal(a.need.id, "tools_wood", "sated bot works toward tools, not chasing food");
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});
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test("pickActiveNeed: food covered → L2 tools_wood (gather logs)", () => {
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test("pickActiveNeed: food covered → L2 tools_wood (gather logs)", () => {
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_resetForTest();
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_resetForTest();
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const a = pickActiveNeed(snap({ inventory: { bread: 8 } }));
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const a = pickActiveNeed(snap({ inventory: { bread: 8 } }));
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@@ -103,7 +109,7 @@ test("pickActiveNeed: hostile imminent + low HP → L0 takes over", () => {
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test("describeActiveNeed: returns 'L<n> <id> → <skill>'", () => {
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test("describeActiveNeed: returns 'L<n> <id> → <skill>'", () => {
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_resetForTest();
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_resetForTest();
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const s = describeActiveNeed(snap());
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const s = describeActiveNeed(snap({ food: 8 }));
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assert.match(s, /^L1 food → /);
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assert.match(s, /^L1 food → /);
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});
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});
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Reference in New Issue
Block a user