Files
15b6c11002 v0.3.1: survival behaviour overhaul — storyline, biome-aware scout, wedge-relocate, food/perf fixes, monitor TUI (#28)
* 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>
2026-05-28 09:43:57 +03:00

368 lines
13 KiB
JavaScript

// Storyline — canonical Minecraft survival quest the bot lives inside.
//
// Why this exists (rationale, 2026-05-27 evening):
//
// After v0.3.0 went live the bot got stuck in a loop:
// acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat
//
// Manifesto + LLM advisor both correctly say "you need food" but
// neither expresses *what concretely to do next*: scout 64 blocks N
// for cows; chop oak nearby; place a crafting table. The bot has no
// narrative arc, just a priority ranking of unsatisfied needs.
//
// Storyline fixes this by laying down the classic vanilla Minecraft
// survival path as an ordered list of *concrete* steps. Each step
// owns:
// - id, title, narration_ru (chat-friendly Russian one-liner)
// - completed(snapshot) → bool — detects if this step's goal has
// been achieved purely from snapshot
// - suggestSkill(snapshot) → { skillId, args? } | null — the
// concrete next dispatch for the step's pursuit
// - emergencyPause(snapshot) → bool — true if a higher-priority
// condition (low HP near hostile, lava under foot, etc.) means we
// should drop story progression for a tick
//
// The runtime/goal/state.js picker walks the list and returns the
// first non-completed step, with its suggestSkill. That feeds into:
// - reflex.js dispatch picking (storyline overrides curriculum, but
// manifesto L0 alive emergencies still win)
// - persona/chatter.js — narrates step start in MC chat
// - coach/fast-advisor.js — user prompt includes current step so
// the LLM advice is anchored in the actual narrative
// - postmortem / reflect — the LLM can flag missing skills using
// the current step as concrete context
//
// Storyline order mirrors manifesto levels but is more *operational*:
// where manifesto says "L2 tools_wood satisfied if you have a wood
// pickaxe", storyline says "step first_tools: place crafting table,
// craft wooden pickaxe + axe + sword, with these specific subgoals."
const PICKAXE_WOOD = new Set(["wooden_pickaxe", "stone_pickaxe", "iron_pickaxe", "diamond_pickaxe", "netherite_pickaxe"]);
const AXE_WOOD = new Set(["wooden_axe", "stone_axe", "iron_axe", "diamond_axe", "netherite_axe"]);
const SWORD_WOOD = new Set(["wooden_sword", "stone_sword", "iron_sword", "diamond_sword", "netherite_sword"]);
const PICKAXE_STONE = new Set(["stone_pickaxe", "iron_pickaxe", "diamond_pickaxe", "netherite_pickaxe"]);
const BED_ITEMS = [
"white_bed", "orange_bed", "magenta_bed", "light_blue_bed", "yellow_bed",
"lime_bed", "pink_bed", "gray_bed", "light_gray_bed", "cyan_bed",
"purple_bed", "blue_bed", "brown_bed", "green_bed", "red_bed", "black_bed",
];
const FOOD_ITEMS = [
"bread", "cooked_beef", "cooked_porkchop", "cooked_chicken", "cooked_mutton",
"cooked_rabbit", "cooked_cod", "cooked_salmon", "baked_potato",
"apple", "carrot", "potato", "beetroot", "melon_slice", "sweet_berries",
"golden_apple", "golden_carrot",
];
const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
function hasSetItem(inv, set) {
if (!inv) return false;
for (const name of Object.keys(inv)) {
if (set.has(name) && inv[name] > 0) return true;
}
return false;
}
function hasAny(inv, names) {
if (!inv) return false;
for (const n of names) if ((inv[n] ?? 0) > 0) return true;
return false;
}
function countAny(inv, names) {
if (!inv) return 0;
let total = 0;
for (const n of names) total += inv[n] ?? 0;
return total;
}
function countLogs(inv) {
if (!inv) return 0;
let total = 0;
for (const [name, count] of Object.entries(inv)) {
if (name.endsWith("_log")) total += count;
}
return total;
}
function countPlanks(inv) {
if (!inv) return 0;
let total = 0;
for (const [name, count] of Object.entries(inv)) {
if (name.endsWith("_planks")) total += count;
}
return total;
}
function woodBudget(inv) {
if (!inv) return 0;
const placedOrCarriedTable = (inv.crafting_table ?? 0) > 0 ? 4 : 0;
return countLogs(inv) * 4 + countPlanks(inv) + placedOrCarriedTable;
}
function blockCount(snap, kind) {
const v = snap?.nearbyBlocks?.[kind];
if (typeof v === "number") return v;
if (v && typeof v.count === "number") return v.count;
return 0;
}
function hasLocalFoodMob(snap, maxDistance = 32) {
for (const e of snap?.nearbyEntities?.passives ?? []) {
if (!PASSIVE_FOOD_MOBS.has(e?.name)) continue;
if ((e.distance ?? Infinity) <= maxDistance) return true;
}
return false;
}
function emergencyPause(snap) {
if (!snap?.connected) return false;
const hp = snap.health ?? 20;
const food = snap.food ?? 20;
const hostile = snap.closestHostile;
if (hp <= 5) return true;
if (food <= 0) return true;
if (hostile && (hostile.distance ?? Infinity) <= 5 && hp <= 12) return true;
if (snap.hazards?.footBlock === "lava") return true;
return false;
}
// ---------------------------------------------------------------------------
export const STORYLINE = Object.freeze([
{
id: "orient_self",
title: "Понять где я",
narration_ru: "Где я? Осмотрюсь и оценю место.",
completed(snap) {
if (!snap?.connected) return false;
const hp = snap.health ?? 20;
// 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 = blockCount(snap, "logs")
+ blockCount(snap, "stone")
+ blockCount(snap, "crops")
+ blockCount(snap, "beds") > 0;
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.
return { skillId: "explore.wander", args: { radius: 12 } };
},
emergencyPause,
},
{
id: "first_wood",
title: "Собрать стартовое дерево",
narration_ru: "Нужно дерево для первого крафта. Доберу минимум и сразу к верстаку.",
completed(snap) {
const inv = snap?.inventory ?? {};
return woodBudget(inv) >= 16
|| hasSetItem(inv, PICKAXE_WOOD)
|| hasSetItem(inv, AXE_WOOD)
|| hasSetItem(inv, SWORD_WOOD);
},
suggestSkill(snap) {
const trees = blockCount(snap, "logs");
if (trees > 0) return { skillId: "gather.logs" };
// 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,
},
{
id: "crafting_basics",
title: "Сделать верстак и палки",
narration_ru: "Делаю верстак и палки — без них ничего не скрафтить.",
completed(snap) {
const inv = snap?.inventory ?? {};
return ((inv.stick ?? 0) >= 2 && countPlanks(inv) >= 4)
|| hasSetItem(inv, PICKAXE_WOOD)
|| hasSetItem(inv, AXE_WOOD)
|| hasSetItem(inv, SWORD_WOOD);
},
suggestSkill(snap) {
const inv = snap?.inventory ?? {};
if (countPlanks(inv) < 4) return { skillId: "craft.planks" };
if ((inv.stick ?? 0) < 2) return { skillId: "craft.sticks" };
return null;
},
emergencyPause,
},
{
id: "first_tools",
title: "Деревянные орудия",
narration_ru: "Крафчу деревянный пикакс, топор и меч.",
completed(snap) {
const inv = snap?.inventory ?? {};
return hasSetItem(inv, PICKAXE_WOOD)
&& hasSetItem(inv, AXE_WOOD)
&& hasSetItem(inv, SWORD_WOOD);
},
suggestSkill(snap) {
const inv = snap?.inventory ?? {};
if (countPlanks(inv) < 4) {
if (countLogs(inv) > 0) return { skillId: "craft.planks" };
return { skillId: "gather.logs" };
}
if ((inv.stick ?? 0) < 2) return { skillId: "craft.sticks" };
if (!hasSetItem(inv, PICKAXE_WOOD)) return { skillId: "craft.wooden-pickaxe" };
if (!hasSetItem(inv, AXE_WOOD)) return { skillId: "craft.wooden-axe" };
if (!hasSetItem(inv, SWORD_WOOD)) return { skillId: "craft.wooden-sword" };
return null;
},
emergencyPause,
},
{
id: "first_food",
title: "Найти первую еду",
narration_ru: "Нужна еда — ищу корову, курицу или ягоды.",
completed(snap) {
// Done if we have a stock (≥2 food items) OR the hunger bar is
// comfortable (≥14). A sated bot should be chopping wood, not
// chasing a chicken it doesn't need — it'll grab food
// opportunistically when one wanders close.
if (countAny(snap?.inventory, FOOD_ITEMS) >= 2) return true;
if ((snap?.food ?? 20) >= 14) return true;
return false;
},
suggestSkill(snap) {
// Only reached when the bot is actually hungry (food < 14) and
// has no stock. Local mob → acquire-food; else long-range scout.
if (hasLocalFoodMob(snap)) return { skillId: "survive.acquire-food" };
return { skillId: "survive.scout-food" };
},
emergencyPause,
},
{
id: "shelter_minimal",
title: "Простой шелтер с кроватью",
narration_ru: "Поставлю кровать и стены — пережить ночь.",
completed(snap) {
return blockCount(snap, "beds") > 0;
},
suggestSkill(snap) {
const inv = snap?.inventory ?? {};
if (!hasAny(inv, BED_ITEMS)) {
const wool = countAny(inv, [
"white_wool", "orange_wool", "magenta_wool", "light_blue_wool",
"yellow_wool", "lime_wool", "pink_wool", "gray_wool",
"light_gray_wool", "cyan_wool", "purple_wool", "blue_wool",
"brown_wool", "green_wool", "red_wool", "black_wool",
]);
if (wool >= 3 && countPlanks(inv) >= 3) return { skillId: "craft.bed" };
if (wool < 3) return { skillId: "gather.wool" };
}
return { skillId: "village.build-shelter" };
},
emergencyPause,
},
{
id: "stone_tier",
title: "Каменные орудия",
narration_ru: "Шахта по камню — нужен каменный сет.",
completed(snap) {
return hasSetItem(snap?.inventory, PICKAXE_STONE);
},
suggestSkill(snap) {
const inv = snap?.inventory ?? {};
const cobble = inv.cobblestone ?? 0;
if (cobble < 4) return { skillId: "gather.stone" };
if ((inv.stick ?? 0) < 2) return { skillId: "craft.sticks" };
if (!hasSetItem(inv, PICKAXE_STONE)) return { skillId: "craft.stone-pickaxe" };
if (!hasAny(inv, ["stone_axe"])) return { skillId: "craft.stone-axe" };
return { skillId: "craft.stone-sword" };
},
emergencyPause,
},
{
id: "food_security",
title: "Запас еды на 16+",
narration_ru: "Делаю ферму или загон — еды должно быть с запасом.",
completed(snap) {
return countAny(snap?.inventory, FOOD_ITEMS) >= 16;
},
suggestSkill(snap) {
const inv = snap?.inventory ?? {};
if ((inv.wheat_seeds ?? 0) > 0 && blockCount(snap, "crops") > 0) {
return { skillId: "farm.wheat" };
}
return { skillId: "survive.acquire-food" };
},
emergencyPause,
},
{
id: "iron_age",
title: "Железо и печь",
narration_ru: "Иду за железом — пора в шахту глубже.",
completed(snap) {
const inv = snap?.inventory ?? {};
return (inv.iron_ingot ?? 0) >= 3 || (inv.iron_pickaxe ?? 0) > 0;
},
suggestSkill(snap) {
// No iron-specific gather skill yet — operator-facing improvement.
return { skillId: "gather.stone" };
},
emergencyPause,
},
{
id: "settle_base",
title: "Постоянная база",
narration_ru: "Выбираю место под деревню — нужно нормальное основание.",
completed(snap) {
return blockCount(snap, "beds") >= 1 && blockCount(snap, "storage") >= 1;
},
suggestSkill(snap) {
const inv = snap?.inventory ?? {};
if ((inv.chest ?? 0) === 0 && countPlanks(inv) >= 8) return { skillId: "craft.chest" };
if ((inv.chest ?? 0) > 0) return { skillId: "village.place-chest" };
return { skillId: "village.choose-base" };
},
emergencyPause,
},
{
id: "village_grow",
title: "Развивать деревню",
narration_ru: "Стою на ногах — теперь строю по плану деревни.",
completed() { return false; }, // ongoing — never auto-completes
suggestSkill(snap) {
const inv = snap?.inventory ?? {};
if ((inv.chest ?? 0) > 0 && countAny(inv, FOOD_ITEMS) > 0) {
return { skillId: "village.deposit-surplus" };
}
return { skillId: "village.build-shelter" };
},
emergencyPause,
},
]);
export function getStep(id) {
return STORYLINE.find((s) => s.id === id) ?? null;
}
// Test exports
export const __testing = {
countLogs, countPlanks, countAny, hasAny, hasSetItem,
FOOD_ITEMS, BED_ITEMS, emergencyPause, blockCount, woodBudget, hasLocalFoodMob,
};