* docs(v0.3.1): PRD — LLM prompt cost optimization
Design-only commit; no runtime changes. Spec for the next patch iteration.
Goal: cut per-advise() input tokens from ~800 to ≤300, preserving the
LLM's ability to produce valid registered skill ids and useful rationale.
Five proposed changes ranked by impact:
P1 Compact registry format (saves ~350t/call) — group by namespace,
comma-list ids, drop human titles. Default mode for advisor;
verbose mode kept for postmortem/reflect.
P2 Need-scoped registry (~50t additional) — show LLM only skills
relevant to the active Maslow need + always-available safety
skills (survive.flee, pillar-up, recovery.tunnel-out, explore.*).
P3 Snapshot pruning (~50t) — drop weather/experience/dimension/biome/
players from the user prompt; the LLM doesn't consult them.
P4 Prompt caching probe — check if TimeWeb passes through
prompt_tokens_details.cached_tokens. If yes, restructure prefix
to maximize cache hits (cached input is ~10x cheaper at OpenAI).
P5 Per-trigger cost telemetry in scripts/list-improvements.js --stats:
avg_in / avg_out / cost_₽ / share% per trigger_reason, using
TIMEWEB_PRICE_IN_RUB_PER_M and TIMEWEB_PRICE_OUT_RUB_PER_M env.
Trigger: TimeWeb admin panel after first day of v0.3.0 live showed
34K tokens / day at low activity. At cap budget that projects to
~480₽/month (101₽/M in, 608₽/M out for gpt-5.4-mini). Manageable
but the savings are mostly free — repeated infra tokens, not signal.
All changes are additive; runtime behaviour stays the same. If the
LLM produces worse advice with the compact registry, flip back via a
single constant in fast-advisor.js.
Acceptance: re-run scripts/check-timeweb.js probe 3 — expect
tokens_in ≤ 300 (was ~800). Live for 1h, check --stats: avg_in ≤ 300
per trigger group. Existing 360 tests still green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.3.1): storyline — canonical Minecraft survival quest
The bot has been stuck in a loop for two days:
acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat
Diagnosis: manifesto + LLM advisor both correctly identify "you need
food" but neither expresses *what concretely to do next*. Manifesto is
a priority ladder (need-detection), not a narrative arc.
This commit adds the missing narrative layer — an ordered list of
operational steps that mirror the vanilla Minecraft survival path:
1. orient_self — Понять где я
2. first_wood — Собрать 8 поленьев
3. crafting_basics — Сделать верстак и палки
4. first_tools — Деревянные орудия
5. first_food — Найти первую еду
6. shelter_minimal — Простой шелтер с кроватью
7. stone_tier — Каменные орудия
8. food_security — Запас еды на 16+
9. iron_age — Железо и печь
10. settle_base — Постоянная база
11. village_grow — Развивать деревню (ongoing)
Each step has:
- completed(snapshot) → bool — detects achievement from snapshot
- suggestSkill(snapshot) → { skillId, args? } — concrete next dispatch
- emergencyPause(snapshot) → bool — defers to manifesto L0 alive
emergencies (low HP near hostile, lava under foot, food = 0)
- narration_ru — chat-friendly Russian one-liner spoken on entry
Components:
- runtime/goal/storyline.js — 11-step canonical quest catalogue
- runtime/goal/state.js — pickCurrentStep(snapshot) walks the list,
returns first non-completed step + its suggestion. 3s cache.
Validates suggestSkill's skillId against the live registry.
- runtime/reflex.js — curriculumReflex dispatch priority is now:
1. manifesto (L0 alive emergencies always win)
2. storyline (concrete operational subgoal)
3. curriculum plan (legacy fallback)
Tests pass ctx.disableStoryline=true for isolation.
- runtime/bot.js — snapshot.storyStep populated each tick so
chatter/advisor/reflect observers see the same view.
- runtime/coach/fast-advisor.js — buildUserPrompt now embeds the
current step + its suggested skill, so LLM advice is anchored
("step 5 first_food, storyline wants survive.acquire-food, but
recent dispatches show it's failing — try explore.far + scout").
- runtime/coach/advisor-trigger.js — forwards ctx.storyStep into
advise() and logs step id at trigger time.
- runtime/coach/reflect.js — reflection prompt includes storyline
progress so 30-min self-assessment is anchored.
- runtime/persona/chatter.js — narrates step.narration_ru on
transition. Rate-limited via existing maybeNarrateRaw().
New operator CLI:
- scripts/show-story.js — fetches the live snapshot via IPC sock and
prints step progress with ✓/→/ markers, current skill, inventory.
Falls back to --plain catalogue view when bot offline.
Token cost impact: ~+30 input tokens per advise() call (one extra
line in user prompt). Trivial vs the value of grounding LLM advice
in a concrete narrative.
Operator usage:
node scripts/show-story.js # live progress + which step + why
node scripts/show-story.js --plain # static catalogue of all 11 steps
Tests: 376 green (was 360, +16 storyline tests).
Also in this branch (already committed): dev/v0.3.1/PRD.md —
LLM prompt cost optimization design doc.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* fix(v0.3.1): storyline beats manifesto L1+ (only L0 alive emergencies override)
Found in live logs after the previous commit deployed:
storyline: step 1/11: orient_self → explore.wander
advisor-trigger: firing because wedged (planned=survive.acquire-food, ...)
Manifesto was still picking survive.acquire-food (L1 food) over the
storyline's orient_self → explore.wander. That's the wrong precedence —
storyline expresses a *concrete operational subgoal* and L1+ manifesto
needs are just "you'd benefit from food" priorities, not emergencies.
New dispatch precedence in curriculumReflex:
1. manifesto L0 (alive emergencies: lava, low-HP+hostile, food=0)
2. storyline (concrete narrative subgoal — beats L1+ manifesto)
3. manifesto L1+ (fallback when storyline has no concrete suggestion)
4. curriculum plan (legacy fallback)
This way the bot starts following the narrative arc even while
manifesto's L1 food is technically unsatisfied — orient_self runs to
completion before pursuing food explicitly. Storyline already handles
food as step 5 (first_food), so we're not skipping it.
Tests: 378 green (+2 priority-ordering tests):
- L0 manifesto emergency: upstream reflex (defend/modes) catches before
curriculum dispatch
- storyline beats manifesto when both have suggestions: well-fed bot
with logs → craft.planks (storyline crafting_basics), not gather.logs
(manifesto L2)
- updated "manifesto fallback" test to require disableStoryline=true
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(tui): fullscreen monitor-only TUI (opencode-style)
Replaces the old tui/tui.tsx hotkey-heavy dashboard with a read-only
observability screen. Operator actions live in scripts/* now —
TUI is for watching, not driving.
Layout (top to bottom, all auto-resizing to terminal):
1. Header — MC/IPC status, pos, HP, food, day/night, hostiles
2. Storyline — current step + 11-step quest map (✓/→/○)
3. Activity — last N skill dispatches (colour by outcome)
4. MC Chat — last N chat lines (cyan for bot, yellow for players)
5. Advisor — last N LLM recommendations (trigger + outcome + tokens)
6. Improvements — open requests from knowledge.improvement_requests
7. Footer — 24h token usage + cost in ₽ + q-to-quit
Data sources:
- IPC sock: snapshot frames, log frames, chat frames (push)
- SQLite knowledge.db: advisor_recommendations + improvement_requests
polled every 5s (pull)
Token cost displayed live using TIMEWEB_PRICE_IN_RUB_PER_M /
TIMEWEB_PRICE_OUT_RUB_PER_M env vars (defaults: 101 / 608 for
gpt-5.4-mini).
Switches:
- npm run tui → new monitor (this file)
- npm run tui:legacy → old action-driven tui/tui.tsx (kept for now)
Implementation notes:
- Uses ink + alternate-screen-buffer ANSI for proper "opencode-feel"
fullscreen behaviour; restores prior terminal contents on quit.
- Skips alt-screen and useInput when stdin/stdout isn't a TTY
(smoke tests, piped output) — both gracefully degrade.
- Stable React keys via per-event uid counter, avoids reconciler
duplicate-key warnings as logs/chat/dispatches stream in.
- Resize handled via 1s stdout-dimension poll, NOT direct
'resize' listener (which conflicts with ink's own listener and
triggers MaxListenersExceededWarning).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* ui(tui): compact 4-section monitor (was 6) — fits 1080p without zoom
Operator reported the TUI overflowed the screen unless terminal was
zoomed way out. The 11-step storyline list alone was eating ~13
rows, and each advisor/improvement entry took 2-3 rows. Now:
- Header + storyline collapsed into one panel (2 lines):
line 1: pepa · ●MC ●IPC · 1m50s · pepa_bot · (697,61,702) · HP 20 · food 5 · ☀ · ⚔60(creeper@58b)
line 2: story ▓▒░░░░░░░░░ 1/11 orient_self · Понять где я → explore.wander
The 11-step ladder is now a unicode progress bar (▓ done, ▒ current,
░ pending) — same info, fits in one row.
- Advisor entries: one line each instead of two.
✓ wedged_60s → survive.flee 802t 1900ms
(outcome mark / trigger / target skill / tokens / latency)
- Improvements entries: one line each instead of two.
#1 P2 ×3 Add craft.iron-pickaxe skill
Description dropped from the row — use `node scripts/list-improvements.js`
for full text.
- Sections: 4 (was 6).
[header+story] · [activity | chat] · [advisor | improvements] · [footer]
Tested on a typical 1080p terminal — fits comfortably without zoom.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.3.1): real survival patterns — biome-aware scout, wedge-relocate, escape-pit-safe
Operator reported the bot wandered the same 50×50 patch for 2 hours
without making any progress toward food. Diagnosis showed three root
causes; this commit addresses all five open improvement_requests
the LLM (postmortem + tuner) flagged automatically.
Research basis (`Voyager`, `Plan4MC`, `GITM`, `Mindcraft`):
- Coverage / commit-to-cardinal exploration when local scan fails
- Biome-aware strategy switching using a static affordance table
- Wedge detector above the skill layer that triggers RELOCATE not
RETRY (per-skill stuck checks reset on re-entry — useless)
- Time-in-region bbox heuristic + need-duration AND skill-cycle gate
Concrete changes:
1. `runtime/goal/storyline.js`
- orient_self.completed: added timeout fallback (HP=full + session
>120s → done) so barren biomes don't block the bot on step 1.
Closes improvement #2 'Нет навыка оценки когда сменить район'.
- first_food.suggestSkill: now picks survive.scout-food (new) when
no passive mob is nearby; falls back to survive.acquire-food only
when something is in immediate range.
2. `runtime/biome-affordances.js` (new)
- Static table: 40+ biomes → {has_passive_mobs, has_trees,
has_water, has_crops, livable}.
- Unknown biomes return optimistic defaults to avoid regressions.
- Closes improvement #1 'Нет навыка целевого поиска еды по биому'.
3. `runtime/skills/scout-food.js` (new — survive.scout-food)
- Tiered strategy: biome check → scan 32 → scan 64 → commit a
cardinal for 200 blocks rescanning every 16. On cardinal
exhaustion, returns code:"exhausted" so the curriculum can
escalate to village.relocate.
- In barren biomes (desert/ocean/snowy_plains) the scan is
SKIPPED — bot walks straight toward the nearest neighbour
biome that affords passive mobs (8-direction biome probe at
radius 64).
4. `runtime/awareness/wedge-detector.js` (new)
- Rolling 10-min position bbox tracker. observe() called every
tick; isWedged() returns true when bbox<50 AND active need
unmet >5min AND skill cycles ≥3.
- markRelocationStarted() suppresses further wedge firings
until the bot has displaced ≥200b — prevents stack overflow
of relocate calls.
- Lives ABOVE the skill layer (in runtime/reflex.js), because
any per-skill stuck check resets on re-entry.
5. `runtime/skills/relocate.js` (new — village.relocate)
- 300-block walk in least-recently-used cardinal (per-incident
memory in ctx.recentRelocations).
- Re-paths every 32 blocks, soft-tolerates pathfinder failures
(3 consecutive throws → exit with code:"stuck_in_place").
- Closes improvement #2 + #4 ('low success rate trigger').
6. `runtime/skills/escape-pit-safe.js` (new — recovery.escape-pit-safe)
- Surveys 4 cardinals AND ceiling height before committing.
Picks the direction with most open blocks (≥3, no lava).
Falls through to pillar-up only if ceiling clear ≥4b. Returns
code:"no_strategy" if both blocked so curriculum can escalate
to relocate.
- Closes improvement #3 'Нет навыка для безопасного выхода'.
7. `runtime/reflex.js`
- Wedge detector wired before manifesto/storyline. If wedge.wedged
is true, dispatches village.relocate directly and returns —
bypasses every other branch.
- ctx.disableWedge flag for tests.
8. `runtime/coach/advisor-trigger.js`
- LLM provider outage backoff: 3 consecutive http_400 / timeout /
network_error → suppress advisor for 10 min. Today's TimeWeb
gpt-5.4-mini was 400'ing for an hour straight; we were spending
trigger budget on dead calls. Closes improvement implicit gap
in #5.
9. `runtime/bot.js`
- Tracks botSpawnedAt; snapshot._sessionMs exposed for storyline
orient_self timeout fallback.
Tests: 396 green (was 378, +18):
- runtime/biome-affordances.test.js — 8 tests
- runtime/awareness/wedge-detector.test.js — 9 tests
- runtime/goal/storyline.test.js — 1 new test (orient_self timeout)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* fix(coach/trigger-tuner): crash after ~1h — runOnce is sync, not a Promise
The live bot died overnight with:
TypeError: runOnce(...).catch is not a function
at trigger-tuner.js:42 → [supervisor] child exited code=1
attach() wrapped the timer body as `runOnce().catch(...)` but
runOnce() returns a plain {ok, flagged, ...} object (pure SQL, no
await). The first tuner tick (60min after spawn) threw → killed the
whole bot process. Never surfaced before because the bot rarely ran
uninterrupted for a full hour during development.
Fix: guard the synchronous call with try/catch, matching how
persona/chatter.js already does its sync tick. (postmortem.drainOnce
and reflect.runOnce ARE async, so their .catch is correct — audited.)
Regression test added: captures the setInterval callback and invokes
it synchronously, asserting it does not throw.
Tests: 397 green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* fix(v0.3.1): mechanical food/stuck fixes — bot reaches the chicken now
The wedge wasn't only in the manifesto layer; several mechanical bugs
kept the bot in a dead random-walk:
- storyline / manifesto / curriculum: "local food" now means an edible
passive mob within <=32 blocks. A distant chicken or a cod no longer
fools the bot into dispatching acquire-food (which then fails on
no_path). Long-range food goes through scout-food instead.
- scout-food: partial approach to a target now counts as progress
(approached_target, e.g. moved:14); a blocked heading is NOT counted
as movement; added blind/tunnel fallback so it doesn't die when the
pathfinder can't route cleanly.
- acquire-food: on no_path it now also tries a blind/tunnel approach to
the animal; no_drop routes back into food scouting instead of giving
up.
- explore.far / relocate / flee: fewer false "done" results (micro-steps
no longer counted as success), more genuine escapes from stuck.
- scripts/show-story.js: live IPC now actually renders the current
storyline step.
Verification: scripts/lint-patch.js clean; npm test 404/404 green; bot
relaunched in tmux `pepa`. Live logs show real progress — bot switched
to survive.scout-food, approached the chicken (approached_target
moved:14), then reached survive.acquire-food: hunting chicken. Food
isn't fully closed yet but the remaining issue is concrete pickup/drop,
not dead random-walk.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* fix(v0.3.1): sated bot stops chasing food + perf-leak + fuzzy improvement dedup
Third day of "bot just walks back and forth burning tokens". Root
causes were mechanical, not the manifesto:
1. SATED BOT CHASING FOOD (the big one)
Bot had food=17 (nearly full) but storyline first_food + manifesto
L1 required 2+ food ITEMS in inventory, so it looped scout-food /
acquire-food for hours instead of working. Now both treat a hunger
bar >= 14 (SATED_FOOD) as satisfied even with empty food inventory —
a full bot chops wood / makes tools and grabs food opportunistically,
only hard-pursuing food when actually hungry (< 14).
manifesto/needs.js foodDetect + goal/storyline.js first_food.completed.
2. perf_hooks MEMORY LEAK (overnight OOM suspect)
"MaxPerformanceEntryBufferExceededWarning: 1,000,001 measure entries".
mineflayer/pathfinder emit perf marks we never consume. Added a
60s reaper in bot.js (performance.clearMeasures/clearMarks). unref'd.
3. IMPROVEMENT QUEUE SELF-DUPLICATING
The LLM re-filed closed gaps with reworded titles (#5/#8/#9 were
dupes of implemented #1/#2/#3). Exact-title dedup missed them.
Replaced with token-set fuzzy match (isDuplicateTitle): jaccard>=0.75
OR >=3 shared meaningful tokens with jaccard>=0.5. Also: a re-filed
gap that's already implemented/rejected is NOT resurrected as a new
open row. Cleared all 5 open requests (now genuinely implemented).
Also confirmed (no change needed):
- canDig=true is a DELIBERATE codebase-wide choice ("without it the bot
gets permanently stuck", actions.js). The stale memory recommending
canDig=false is updated. ViaBackwards dig works partially (dug:1
moved:1.8 observed); false would trap the bot in every pit.
- scout-food already has blind/tunnel fallback + 12s step timeout
(operator's earlier edits) so trapped-pathfinder degrades instead of
hanging 30s.
Tests: 407 green (was 404). Updated needs/state/storyline tests for the
SATED_FOOD threshold; added fuzzy-dedup + tokenize/jaccard tests.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
---------
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
235 lines
8.1 KiB
JavaScript
235 lines
8.1 KiB
JavaScript
// Deterministic early-game survival curriculum. Mirrors PRD §6 FR4:
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// the bot should be able to progress from empty inventory to wooden tools,
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// to a stone tier + furnace + chest, without an LLM call per tick.
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//
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// Each milestone exposes:
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// id - stable string, used for diary/snapshot
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// title - human label, used by TUI
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// isDone - (inventoryCounts, snapshot) => boolean
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// suggest - (inventoryCounts, snapshot) => skill plan
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// where a plan is { skillId, args? } or null if the
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// milestone requires a precondition the scheduler must
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// set up via an earlier milestone.
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//
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// The chooser walks milestones in order and returns the first one whose
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// `isDone` returns false. That milestone is "current". Its `suggest()`
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// tells the scheduler what skill to dispatch right now.
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//
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// The curriculum is pure: it never touches the bot, the world or the
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// state-store. The scheduler is responsible for dispatch, retries and
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// no-progress handling.
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const INVENTORY_FULL_DISTINCT_STACKS = 32;
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function totalLogs(inv) {
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return Object.entries(inv ?? {})
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.filter(([k]) => k.endsWith("_log") || k.endsWith("_stem"))
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.reduce((sum, [, n]) => sum + n, 0);
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}
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function totalPlanks(inv) {
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return Object.entries(inv ?? {})
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.filter(([k]) => k.endsWith("_planks"))
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.reduce((sum, [, n]) => sum + n, 0);
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}
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function totalCobble(inv) {
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return (inv?.cobblestone ?? 0) + (inv?.cobbled_deepslate ?? 0);
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}
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const BED_COLORS = [
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"white", "orange", "magenta", "light_blue", "yellow", "lime", "pink",
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"gray", "light_gray", "cyan", "purple", "blue", "brown", "green",
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"red", "black",
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];
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function hasAnyBed(inv) {
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return BED_COLORS.some((c) => (inv?.[`${c}_bed`] ?? 0) > 0);
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}
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function totalWool(inv) {
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return Object.entries(inv ?? {})
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.filter(([k]) => k.endsWith("_wool"))
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.reduce((s, [, n]) => s + n, 0);
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}
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function maxSingleColourWool(inv) {
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let best = 0;
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for (const c of BED_COLORS) {
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const n = inv?.[`${c}_wool`] ?? 0;
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if (n > best) best = n;
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}
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return best;
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}
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function has(inv, name, n = 1) {
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return (inv?.[name] ?? 0) >= n;
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}
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function hasAny(inv, names) {
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return names.some((n) => (inv?.[n] ?? 0) > 0);
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}
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const WOODEN_TOOLS = ["wooden_axe", "wooden_pickaxe", "wooden_sword"];
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const STONE_TOOLS = ["stone_axe", "stone_pickaxe", "stone_sword"];
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const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
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// A "stage reached" predicate: once the bot has wooden tools, wood.16 is
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// implicitly considered done even if the log stack is now empty (the bot
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// burned through them to craft planks/sticks/tools). Without this, the
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// curriculum oscillates: chop → craft → "oh, I have no logs again, go
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// chop". Each milestone keeps its raw-resource predicate AND an
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// "advanced past this tier" escape so the chooser monotonically advances.
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function hasWoodenTier(inv) {
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return WOODEN_TOOLS.some((n) => has(inv, n));
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}
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function hasStoneTier(inv) {
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return STONE_TOOLS.some((n) => has(inv, n));
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}
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function hasVisibleFoodTarget(snap) {
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const passives = snap?.nearbyEntities?.passives ?? [];
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if (passives.some((e) => PASSIVE_FOOD_MOBS.has(e.name))) return true;
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return (snap?.nearbyEntities?.droppedItems?.length ?? 0) > 0;
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}
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const MILESTONES = [
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{
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id: "wood.16",
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title: "Gather 16 logs",
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isDone: (inv) => totalLogs(inv) >= 16 || hasWoodenTier(inv),
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suggest: () => ({ skillId: "gather.logs" }),
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},
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{
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id: "wood.planks-and-sticks",
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title: "Craft 4 planks and 4 sticks",
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isDone: (inv) =>
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(totalPlanks(inv) >= 4 && has(inv, "stick", 4)) || hasWoodenTier(inv),
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suggest: (inv) => {
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if (totalPlanks(inv) < 4) return { skillId: "craft.planks" };
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return { skillId: "craft.sticks" };
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},
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},
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{
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id: "wood.tools",
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title: "Craft wooden axe, pickaxe, sword",
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isDone: (inv) => WOODEN_TOOLS.every((n) => has(inv, n)) || hasStoneTier(inv),
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suggest: (inv) => {
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if (!has(inv, "wooden_axe")) return { skillId: "craft.wooden-axe" };
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if (!has(inv, "wooden_pickaxe")) return { skillId: "craft.wooden-pickaxe" };
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if (!has(inv, "wooden_sword")) return { skillId: "craft.wooden-sword" };
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return null;
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},
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},
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// EARLY — before stone-tier work — get a bed so the bot can sleep at
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// night and stop blocking other players from skipping night. Three
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// substeps: (1) gather 3 wool of one colour, (2) craft.bed, (3) sleep
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// in/on it (handled by the sleep reflex, which now places a carried
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// bed). We use total wool ≥ 3 as the "have enough wool" proxy; the
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// craft.bed skill itself enforces same-colour-wool requirement.
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{
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id: "survive.bed",
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title: "Have a bed (sleep through the night)",
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isDone: (inv) => hasAnyBed(inv) || hasStoneTier(inv) && totalCobble(inv) > 0, // either we have a bed, or we're already deep into stone tier (rare path where wool wasn't accessible)
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suggest: (inv) => {
|
|
// Need same-colour wool stack of ≥3
|
|
if (maxSingleColourWool(inv) < 3) return { skillId: "gather.wool" };
|
|
return { skillId: "craft.bed" };
|
|
},
|
|
},
|
|
{
|
|
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: (_inv, snap) => ({
|
|
skillId: hasVisibleFoodTarget(snap) ? "survive.acquire-food" : "survive.scout-food",
|
|
}),
|
|
},
|
|
{
|
|
id: "storage.chest",
|
|
title: "Place a personal chest",
|
|
isDone: (_inv, snap) => !!snap?.locations?.chest,
|
|
suggest: (inv) => {
|
|
if (!has(inv, "chest")) return { skillId: "craft.chest" };
|
|
return { skillId: "village.place-chest" };
|
|
},
|
|
},
|
|
{
|
|
id: "shelter.torch",
|
|
title: "Have torches on hand for the perimeter",
|
|
isDone: (inv) => has(inv, "torch", 4),
|
|
suggest: () => ({ skillId: "craft.torch" }),
|
|
},
|
|
{
|
|
id: "village.base-site",
|
|
title: "Pick a base site",
|
|
// We treat this as done when a "base" location exists in
|
|
// locations.json. The curriculum can't read that file from here
|
|
// (would couple it to disk), so we expose a snapshot hint:
|
|
// `snapshot.locations?.base` is filled by bot.js.
|
|
isDone: (_inv, snap) => !!snap?.locations?.base,
|
|
suggest: () => ({ skillId: "village.choose-base" }),
|
|
},
|
|
{
|
|
id: "village.shelter",
|
|
title: "Build a tiny shelter at the base",
|
|
isDone: (_inv, snap) => !!snap?.locations?.shelter,
|
|
suggest: () => ({ skillId: "village.build-shelter" }),
|
|
},
|
|
];
|
|
|
|
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 };
|