Ground-truth finding (diag.physics): forward N:0.03 E:3.38 S:0 W:3.26 → forward WORKS in unobstructed dirs jump ΔY=1.25 → jump WORKS (vanilla height) dig untested (no soft block within 6 of spawn) So the bot CAN move and jump — the previous "stands still" symptom was our wander/explore code picking blocked random angles and trusting a pathfinder that times out on this server's terrain. Each retry just picked another random direction, often the same blocked one. - runtime/actions.js wander: probe 4 cardinal yaws for 800ms each, measure actual Δ, commit to the best one for the remaining budget. Falls back to "wedged-jump" (forward+jump 2.5s) only when ALL four cardinals are <0.5 blocks. - runtime/skills/explore-far.js: same probe-then-go shape, scaled to a ~48-block long walk in the best direction. Replaces the static NE/SE/SW/NW quadrant rotation that ignored what was actually walkable. - runtime/movement-profiles.js: canDig back to true on gather/travel/ flee. The earlier "everything false" defensive default was based on a wrong hypothesis (silent dig failure) — diag.physics + server-side inspection (no anti-cheat plugin, spawn-protection=0) showed dig is fine. - runtime/compat.test.js: assertions follow profile defaults. - runtime/skills/diagnose-physics.js: forward probe now tries 4 cardinals and returns trials + bestDir + bestDist so it can be used to debug "wedged" reports later. Verified live: bot now actually walks 47 blocks north after probe.cardinal showed N:2.4 free. First end-to-end real movement on play.xmatic.team since this session started. npm test 124/124. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
57 lines
2.2 KiB
JavaScript
57 lines
2.2 KiB
JavaScript
// Movement safety profiles. mineflayer-pathfinder's Movements object
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// is shared per-bot — if one skill sets canDig=false and another
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// inherits that, you get the live regression from earlier: flee with
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// canDig=false leaves the bot stuck in a tree canopy forever.
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//
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// Each named profile is a flat descriptor (pure JS object) that the
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// caller can either inspect directly (tests do this) or apply to a
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// pathfinder Movements via applyProfile(profile, bot).
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import pathfinderPkg from "mineflayer-pathfinder";
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const { Movements } = pathfinderPkg;
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export const PROFILES = Object.freeze({
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GATHER: "gather",
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TRAVEL: "travel",
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FLEE: "flee",
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BUILD: "build",
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RETURN_TO_BASE: "return_to_base",
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});
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// Pure descriptors — safe to import without a live bot.
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//
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// 2026-05-26 update: ground-truth probe (diag.physics) on
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// play.xmatic.team confirmed forward + jump work in normal directions
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// (forward Δ≈3.4 blocks/1.2s in an unobstructed cardinal, jump ΔY=1.25
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// = vanilla height). The 1.21.4 pin + AuthMe login flow are doing
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// their job. canDig is back to true on gather/travel/flee — pathfinder
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// needs to be able to break leaves/dirt to actually move around.
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export const PROFILE_DEFAULTS = Object.freeze({
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[PROFILES.GATHER]: { canDig: true, canPlace: false, allow1by1towers: false },
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[PROFILES.TRAVEL]: { canDig: true, canPlace: false, allow1by1towers: false },
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[PROFILES.FLEE]: { canDig: true, canPlace: false, allow1by1towers: false, maxDropDown: 8 },
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[PROFILES.BUILD]: { canDig: false, canPlace: true, allow1by1towers: true },
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[PROFILES.RETURN_TO_BASE]: { canDig: false, canPlace: false, allow1by1towers: false },
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});
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export function describeProfile(profile) {
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const desc = PROFILE_DEFAULTS[profile];
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if (!desc) throw new Error(`unknown movement profile: ${profile}`);
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return desc;
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}
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// Build a fresh Movements applying the descriptor; does NOT call setMovements.
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export function buildProfile(profile, bot) {
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const desc = describeProfile(profile);
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const m = new Movements(bot);
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for (const [k, v] of Object.entries(desc)) m[k] = v;
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return m;
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}
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// Convenience: build + apply.
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export function applyProfile(profile, bot) {
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const m = buildProfile(profile, bot);
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bot.pathfinder.setMovements(m);
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return m;
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}
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