// Modes priority chain — adapted from Mindcraft modes.js. // // A mode is `{ name, interrupts, on, active, update(ctx) }`. Each // reflex tick the scheduler walks the modes in order BEFORE dispatching // the curriculum-suggested skill. The first mode whose `update()` // returns `{ action, interrupts }` wins: if interrupts.includes("all") // the curriculum skill for this tick is cancelled, and the mode's // returned action is dispatched instead. // // Why: today's `reflex.js` mixes panic responses (flee, eat, sleep) // with the long-tail curriculum logic and uses ad-hoc cooldowns // (`lastFleeAttempt`, `lastEatAt`). The Mindcraft shape is cleaner: // declarative interrupts, explicit on/active state, and the same loop // covers self_preservation (drowning/lava/low-HP), hunger, and night // shelter. We start small — only the three modes we actually need — // and let new modes register via `registerMode()` so new skills can // hook in without editing this file. const modes = []; export function registerMode(mode) { if (!mode || typeof mode.name !== "string") throw new Error("mode: missing name"); if (typeof mode.update !== "function") throw new Error(`mode ${mode.name}: missing update`); const existing = modes.findIndex((m) => m.name === mode.name); const filled = { on: mode.on ?? true, active: false, interrupts: mode.interrupts ?? [], ...mode, }; if (existing >= 0) modes[existing] = filled; else modes.push(filled); } export function listModes() { return modes.map((m) => ({ name: m.name, on: m.on, active: m.active, interrupts: m.interrupts })); } export function setModeEnabled(name, on) { const m = modes.find((x) => x.name === name); if (m) m.on = !!on; } // Reset for tests — keeps the priority list, just drops registrations. export function _resetModes() { modes.length = 0; } // Run every enabled mode in order until one returns a non-null result. // Sync — modes are observational over a snapshot, no await. Anything // long-running belongs in the skill the mode dispatches. export function tickModes(ctx) { for (const m of modes) { if (!m.on) continue; let res = null; try { res = m.update(ctx); } catch (e) { res = null; } if (res?.action) { m.active = true; return { mode: m.name, action: res.action, interrupts: res.interrupts ?? m.interrupts, detail: res.detail ?? null, }; } m.active = false; } return null; } // --- Standard modes registered at module load. Callers can override // any of these by calling registerMode() with the same name. ----------- registerMode({ name: "self_preservation", description: "Low HP, lava, drowning — drop the curriculum, flee or eat", interrupts: ["all"], update(ctx) { const snap = ctx?.snapshot; if (!snap) return null; const hp = snap.health ?? 20; const hasFood = !!snap.hasFood; if (ctx.modeCooldown?.self_preservation && Date.now() < ctx.modeCooldown.self_preservation) return null; // HP critically low + we have food → eat NOW if (hp < 6 && hasFood) { ctx.modeCooldown = ctx.modeCooldown ?? {}; ctx.modeCooldown.self_preservation = Date.now() + 5_000; return { action: { skillId: "survive.eat" }, detail: { reason: "hp<6", hp } }; } // Hostile within reach and HP low → flee const ch = snap.closestHostile; if (ch && typeof ch.distance === "number" && ch.distance < 6 && hp < 10) { ctx.modeCooldown = ctx.modeCooldown ?? {}; ctx.modeCooldown.self_preservation = Date.now() + 8_000; return { action: { skillId: "survive.flee", args: { hostileName: ch.name } }, detail: { reason: "hp<10 near-hostile", hp, dist: ch.distance }, }; } return null; }, }); registerMode({ name: "hunger", description: "Eat proactively when food bar dips below 14", interrupts: ["curriculum"], update(ctx) { const snap = ctx?.snapshot; if (!snap) return null; if (ctx.modeCooldown?.hunger && Date.now() < ctx.modeCooldown.hunger) return null; if ((snap.food ?? 20) < 14 && snap.hasFood) { ctx.modeCooldown = ctx.modeCooldown ?? {}; ctx.modeCooldown.hunger = Date.now() + 5_000; return { action: { skillId: "survive.eat" }, detail: { reason: "food<14", food: snap.food } }; } return null; }, }); registerMode({ name: "night_shelter", description: "After dusk, sleep in or place a bed so player night-skip works", interrupts: ["curriculum"], update(ctx) { const snap = ctx?.snapshot; if (!snap) return null; if (ctx.modeCooldown?.night_shelter && Date.now() < ctx.modeCooldown.night_shelter) return null; // Only at night and only if we actually carry / can place a bed if (snap.isDay) return null; const inv = snap.inventory || {}; const hasBed = Object.keys(inv).some((n) => /_bed$/.test(n)); if (!hasBed) return null; ctx.modeCooldown = ctx.modeCooldown ?? {}; ctx.modeCooldown.night_shelter = Date.now() + 30_000; return { action: { skillId: "survive.sleep" }, detail: { reason: "night with bed in hand" } }; }, }); // QW8 — displaced at night with no bed: dig in for cover instead of standing // in the open getting shot. Fires only when night_shelter can't (no bed) and // no hostile is already in melee (self_preservation owns that). Requires a // placeable cap block; survive.dig-in's preconditions enforce dig safety. registerMode({ name: "dusk_dig_in", description: "Night, no bed, exposed → dig a hole and cap it", interrupts: ["curriculum"], update(ctx) { const snap = ctx?.snapshot; if (!snap || snap.isDay !== false) return null; // only on explicit night if (ctx.modeCooldown?.dusk_dig_in && Date.now() < ctx.modeCooldown.dusk_dig_in) return null; const inv = snap.inventory || {}; if (Object.keys(inv).some((n) => /_bed$/.test(n))) return null; // night_shelter handles beds // Only when actually exposed at night and away from a known shelter. const sheltered = !!snap.locations?.shelter || snap.hazards?.headBlock && snap.hazards.headBlock !== "air"; if (sheltered) return null; const hasCap = Object.keys(inv).some((n) => /(_planks|_log|cobble|stone|dirt|sand|gravel|netherrack)$/i.test(n)); if (!hasCap) return null; ctx.modeCooldown = ctx.modeCooldown ?? {}; ctx.modeCooldown.dusk_dig_in = Date.now() + 60_000; return { action: { skillId: "survive.dig-in" }, detail: { reason: "exposed at night, no bed" } }; }, });