* 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>
409 lines
15 KiB
JavaScript
409 lines
15 KiB
JavaScript
// survive.scout-food — longer-range, biome-aware food search.
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//
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// Why this exists alongside survive.acquire-food:
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//
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// acquire-food is the "I see a cow, hunt it" skill. Its precondition
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// requires a passive food mob within ~32 blocks; if there isn't one,
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// the skill bails immediately. In v0.3.0 that produced two failure
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// modes that kept the bot looping for hours:
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//
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// 1. Biome with NO passive mobs (desert, ocean, snowy peaks, deep
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// caves). acquire-food can never succeed there — the bot just
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// kept scanning the same 32-block sphere.
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//
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// 2. Biome WITH passive mobs but the immediate area is empty. The
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// bot wandered 1-8 blocks at a time around the same 50×50 patch
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// and never committed to a direction long enough to leave it.
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//
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// scout-food applies the "commit-to-cardinal" pattern (per the v0.3.1
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// design research): scan(32) → patrol(64, time-budget) → if still
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// nothing, walk a chosen cardinal for ~200 blocks, rescanning every
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// 16 blocks. On exhaustion of all 4 cardinals it surrenders to the
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// curriculum so the operator-driven `village.relocate` or LLM advisor
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// can pick up.
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//
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// Biome-awareness:
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// - If current biome's affordance table has has_passive_mobs=false
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// AND has_water=false, skip the local scan entirely and pick the
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// most plausible "leave biome" heading: sample neighbour biomes at
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// radius 64 in 8 directions, pick the first one whose affordances
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// say has_passive_mobs=true.
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// - In water-bearing barren biomes (ocean shores, frozen rivers)
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// fishing isn't implemented yet — operator-facing improvement.
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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import { info, warn } from "../log.js";
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import { foods } from "./groups.js";
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import { affordancesFor, hasPassiveMobs, isBarren } from "../biome-affordances.js";
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import { blindWalkOrTunnelOut } from "./explore-far.js";
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const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
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const CARDINALS = [
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{ name: "N", dx: 0, dz: -1, yaw: Math.PI },
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{ name: "E", dx: 1, dz: 0, yaw: -Math.PI / 2 },
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{ name: "S", dx: 0, dz: 1, yaw: 0 },
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{ name: "W", dx: -1, dz: 0, yaw: Math.PI / 2 },
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];
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const PATROL_TICK_DISTANCE = 16;
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const PATROL_STEP_TIMEOUT_MS = 12_000;
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const DEFAULT_COMMIT_DISTANCE = 200;
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let pluginLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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pluginLoaded.add(bot);
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}
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function setMovementsForTravel(bot) {
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const m = new Movements(bot);
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m.canDig = true;
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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function foodCount(bot) {
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const allowed = foods(bot);
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return bot.inventory.items().reduce((sum, item) => allowed.has(item.name) ? sum + item.count : sum, 0);
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}
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function nearestPassiveFoodMob(bot, maxDistance) {
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const here = bot?.entity?.position;
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if (!here) return null;
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let best = null;
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for (const e of Object.values(bot.entities ?? {})) {
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if (!e?.position || !PASSIVE_FOOD_MOBS.has(e.name)) continue;
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const d = e.position.distanceTo(here);
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if (d > maxDistance) continue;
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if (!best || d < best.distance) best = { entity: e, distance: d };
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}
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return best;
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}
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function currentBiomeName(bot) {
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try {
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const block = bot.blockAt?.(bot.entity?.position);
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const b = block?.biome;
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if (typeof b === "string") return b;
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if (b?.name) return b.name;
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return null;
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} catch { return null; }
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}
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function biomeNameAt(bot, x, y, z) {
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try {
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const block = bot.blockAt?.({ x: Math.floor(x), y: Math.floor(y), z: Math.floor(z) });
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const b = block?.biome;
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if (typeof b === "string") return b;
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if (b?.name) return b.name;
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return null;
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} catch { return null; }
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}
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// Sample biomes in 8 compass directions at the given radius; return
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// the heading whose biome has passive mobs.
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function scanForFoodCapableNeighbourBiome(bot, radius = 64) {
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const here = bot?.entity?.position;
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if (!here) return null;
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const dirs = [
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{ name: "N", dx: 0, dz: -1 },
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{ name: "NE", dx: 0.71, dz: -0.71 },
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{ name: "E", dx: 1, dz: 0 },
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{ name: "SE", dx: 0.71, dz: 0.71 },
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{ name: "S", dx: 0, dz: 1 },
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{ name: "SW", dx: -0.71, dz: 0.71 },
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{ name: "W", dx: -1, dz: 0 },
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{ name: "NW", dx: -0.71, dz: -0.71 },
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];
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for (const d of dirs) {
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const b = biomeNameAt(bot, here.x + d.dx * radius, here.y, here.z + d.dz * radius);
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if (b && hasPassiveMobs(b)) return { heading: d, biome: b };
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}
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return null;
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}
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function scoutState(ctx, bot) {
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const here = bot?.entity?.position;
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const now = Date.now();
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const prev = ctx.scoutFoodState;
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const expired = !prev || now - (prev.ts ?? 0) > 10 * 60_000;
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const displaced = prev?.origin && here
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? Math.hypot(here.x - prev.origin.x, here.z - prev.origin.z) > 128
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: false;
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if (expired || displaced) {
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ctx.scoutFoodState = {
|
||
ts: now,
|
||
origin: here ? { x: here.x, z: here.z } : null,
|
||
tried: new Set(),
|
||
};
|
||
return ctx.scoutFoodState;
|
||
}
|
||
prev.ts = now;
|
||
if (!(prev.tried instanceof Set)) prev.tried = new Set(prev.tried ?? []);
|
||
return prev;
|
||
}
|
||
|
||
async function patrolCardinal(bot, cardinal, distance, ctx) {
|
||
ensurePathfinder(bot);
|
||
setMovementsForTravel(bot);
|
||
const start = bot.entity.position.clone?.() ?? { ...bot.entity.position };
|
||
let travelled = 0;
|
||
while (travelled < distance) {
|
||
if (ctx?.abortSignal?.aborted) return { aborted: true, travelled };
|
||
const tx = start.x + cardinal.dx * (travelled + PATROL_TICK_DISTANCE);
|
||
const tz = start.z + cardinal.dz * (travelled + PATROL_TICK_DISTANCE);
|
||
const goal = new goals.GoalNear(Math.floor(tx), Math.floor(bot.entity.position.y), Math.floor(tz), 2);
|
||
try {
|
||
await Promise.race([
|
||
bot.pathfinder.goto(goal),
|
||
new Promise((_, rej) => setTimeout(() => rej(new Error("patrol step timeout")), PATROL_STEP_TIMEOUT_MS)),
|
||
]);
|
||
} catch (e) {
|
||
info("action", `scout-food: path step failed (${e?.message ?? e}); blind fallback ${cardinal.name}`);
|
||
try { bot.pathfinder?.stop?.(); } catch {}
|
||
const blind = await blindWalkOrTunnelOut(bot, {
|
||
yaw: cardinal.yaw ?? -Math.atan2(cardinal.dx, cardinal.dz),
|
||
dirName: cardinal.name,
|
||
blindMs: 12_000,
|
||
minMove: 6,
|
||
reason: `scout-food ${cardinal.name}`,
|
||
});
|
||
const progress = cardinalProgress(start, bot.entity.position, cardinal);
|
||
travelled = progress.along;
|
||
const target = nearestPassiveFoodMob(bot, 32);
|
||
if (target) return { aborted: false, travelled, target };
|
||
if (progress.total >= 4 && progress.along < 4) {
|
||
info("action", `scout-food: ${cardinal.name} blocked; drifted ${progress.driftName ?? "sideways"} ${progress.total.toFixed(1)}b`);
|
||
return {
|
||
aborted: false,
|
||
travelled,
|
||
blocked: true,
|
||
drifted: progress.driftName,
|
||
error: `blocked_${cardinal.name}`,
|
||
};
|
||
}
|
||
if (!blind.ok && progress.total < 4) {
|
||
return { aborted: false, travelled, error: e?.message ?? String(e) };
|
||
}
|
||
continue;
|
||
}
|
||
const progress = cardinalProgress(start, bot.entity.position, cardinal);
|
||
travelled = Math.max(travelled + PATROL_TICK_DISTANCE, progress.along);
|
||
// Rescan after every step.
|
||
const target = nearestPassiveFoodMob(bot, 32);
|
||
if (target) return { aborted: false, travelled, target };
|
||
}
|
||
return { aborted: false, travelled };
|
||
}
|
||
|
||
function cardinalProgress(start, pos, cardinal) {
|
||
const dx = (pos?.x ?? 0) - (start?.x ?? 0);
|
||
const dz = (pos?.z ?? 0) - (start?.z ?? 0);
|
||
const along = Math.max(0, dx * cardinal.dx + dz * cardinal.dz);
|
||
const total = Math.hypot(dx, dz);
|
||
return { along, total, driftName: dominantCardinal(dx, dz, cardinal.name) };
|
||
}
|
||
|
||
function dominantCardinal(dx, dz, fallback = null) {
|
||
if (Math.abs(dx) < 0.5 && Math.abs(dz) < 0.5) return fallback;
|
||
if (Math.abs(dx) >= Math.abs(dz)) return dx >= 0 ? "E" : "W";
|
||
return dz >= 0 ? "S" : "N";
|
||
}
|
||
|
||
export const skill = Object.freeze({
|
||
id: "survive.scout-food",
|
||
title: "Scout for food at long range (biome-aware)",
|
||
timeoutMs: 240_000,
|
||
preconditions(ctx) {
|
||
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
||
if (foodCount(ctx.bot) > 0) {
|
||
return { ok: false, code: "already_have", detail: "already carrying edible food" };
|
||
}
|
||
return { ok: true };
|
||
},
|
||
async execute(ctx, args = {}) {
|
||
const bot = ctx.bot;
|
||
const before = foodCount(bot);
|
||
const state = scoutState(ctx, bot);
|
||
const triedCardinals = new Set([...(args?._triedCardinals ?? []), ...(state.tried ?? [])]);
|
||
|
||
// Step 0: biome check. If barren, head toward a food-capable neighbour.
|
||
const biome = currentBiomeName(bot);
|
||
const aff = affordancesFor(biome);
|
||
info("action", `scout-food: biome=${biome ?? "?"} mobs=${aff.has_passive_mobs} barren=${isBarren(biome)}`);
|
||
|
||
if (!aff.has_passive_mobs) {
|
||
const next = scanForFoodCapableNeighbourBiome(bot, 64);
|
||
if (next) {
|
||
info("action", `scout-food: leaving barren biome ${biome} → ${next.biome} via ${next.heading.name}`);
|
||
const result = await patrolCardinal(bot, next.heading, DEFAULT_COMMIT_DISTANCE, ctx);
|
||
if (result.aborted) return { ok: false, code: "preempted", worldDelta: null };
|
||
if (result.target) {
|
||
return await tryHunt(bot, result.target, before);
|
||
}
|
||
if (result.blocked) {
|
||
state.tried.add(next.heading.name);
|
||
return {
|
||
ok: false,
|
||
code: "blocked_heading",
|
||
detail: `blocked ${next.heading.name}, drifted ${result.drifted ?? "sideways"}`,
|
||
worldDelta: { moved: Math.round(result.travelled), heading: next.heading.name, drifted: result.drifted ?? null },
|
||
};
|
||
}
|
||
return {
|
||
ok: false,
|
||
code: "no_target",
|
||
detail: `walked ${Math.round(result.travelled)}b ${next.heading.name} toward ${next.biome}, still no food`,
|
||
worldDelta: { moved: Math.round(result.travelled), heading: next.heading.name, from_biome: biome, to_biome: next.biome },
|
||
};
|
||
}
|
||
// Ringed by barren biomes; pick the first cardinal not yet tried.
|
||
}
|
||
|
||
// Step 1: scan radius 32 (cheap).
|
||
let target = nearestPassiveFoodMob(bot, 32);
|
||
if (target) return await tryHunt(bot, target, before);
|
||
|
||
// Step 2: scan radius 64 — entities frequently spawn just outside
|
||
// our local horizon.
|
||
target = nearestPassiveFoodMob(bot, 64);
|
||
if (target) return await tryHunt(bot, target, before);
|
||
|
||
// Step 3: commit to a cardinal we haven't tried in this incident.
|
||
const untried = CARDINALS.filter((c) => !triedCardinals.has(c.name));
|
||
if (untried.length === 0) {
|
||
return {
|
||
ok: false,
|
||
code: "exhausted",
|
||
detail: "tried all 4 cardinals without finding a food mob — switch to village.relocate",
|
||
worldDelta: null,
|
||
};
|
||
}
|
||
const cardinal = untried[0];
|
||
state.tried.add(cardinal.name);
|
||
info("action", `scout-food: commit cardinal ${cardinal.name} for ${DEFAULT_COMMIT_DISTANCE}b`);
|
||
const result = await patrolCardinal(bot, cardinal, DEFAULT_COMMIT_DISTANCE, ctx);
|
||
if (result.aborted) return { ok: false, code: "preempted", worldDelta: null };
|
||
if (result.target) return await tryHunt(bot, result.target, before);
|
||
if (result.blocked) {
|
||
return {
|
||
ok: false,
|
||
code: "blocked_heading",
|
||
detail: { tried: cardinal.name, travelled: Math.round(result.travelled), drifted: result.drifted ?? null, error: result.error ?? null },
|
||
worldDelta: { moved: Math.round(result.travelled), heading: cardinal.name, drifted: result.drifted ?? null, from_biome: biome },
|
||
};
|
||
}
|
||
return {
|
||
ok: false,
|
||
code: "no_target",
|
||
detail: { tried: cardinal.name, travelled: Math.round(result.travelled), error: result.error ?? null },
|
||
worldDelta: { moved: Math.round(result.travelled), heading: cardinal.name, from_biome: biome },
|
||
};
|
||
},
|
||
recover(ctx, result) {
|
||
if (result.code === "exhausted") {
|
||
return { hint: "relocate", reason: "scout-food exhausted all 4 cardinals; needs a long jump" };
|
||
}
|
||
if (result.code === "blocked_heading") {
|
||
return { hint: "scout-food", reason: "chosen scout heading is blocked; retry another cardinal" };
|
||
}
|
||
if (result.code === "approached_target" || result.code === "no_path") {
|
||
return { hint: "scout-food", reason: "made or attempted progress toward food target; rescan from current position" };
|
||
}
|
||
if (result.code === "no_target") {
|
||
return { hint: "wander", reason: "scout completed leg without finding mob; try another cardinal" };
|
||
}
|
||
return null;
|
||
},
|
||
});
|
||
|
||
async function tryHunt(bot, target, before) {
|
||
ensurePathfinder(bot);
|
||
setMovementsForTravel(bot);
|
||
const start = bot.entity.position.clone?.() ?? { ...bot.entity.position };
|
||
try {
|
||
await Promise.race([
|
||
bot.pathfinder.goto(new goals.GoalFollow(target.entity, 2)),
|
||
new Promise((_, rej) => setTimeout(() => rej(new Error("path-to-mob timeout")), 30_000)),
|
||
]);
|
||
} catch (e) {
|
||
try { bot.pathfinder?.stop?.(); } catch {}
|
||
const moved = horizontalDistance(start, bot.entity.position);
|
||
if (moved >= 6) {
|
||
return {
|
||
ok: false,
|
||
code: "approached_target",
|
||
detail: { target: target.entity.name, moved: Math.round(moved), mode: "pathfinder_partial", error: e?.message ?? "path failed" },
|
||
worldDelta: { moved: Math.round(moved), target: target.entity.name, mode: "pathfinder_partial" },
|
||
};
|
||
}
|
||
const yaw = yawToward(bot.entity.position, target.entity.position);
|
||
if (yaw !== null) {
|
||
const blind = await blindWalkOrTunnelOut(bot, {
|
||
yaw,
|
||
dirName: `toward-${target.entity.name}`,
|
||
blindMs: 8_000,
|
||
minMove: 4,
|
||
reason: `scout-food target ${target.entity.name}`,
|
||
});
|
||
const afterBlind = horizontalDistance(start, bot.entity.position);
|
||
if (blind.ok || afterBlind >= 4) {
|
||
return {
|
||
ok: false,
|
||
code: "approached_target",
|
||
detail: { target: target.entity.name, moved: Math.round(afterBlind), mode: "blind_target", error: e?.message ?? "path failed" },
|
||
worldDelta: { moved: Math.round(afterBlind), target: target.entity.name, mode: "blind_target" },
|
||
};
|
||
}
|
||
}
|
||
return { ok: false, code: "no_path", detail: e?.message ?? "path failed", worldDelta: null };
|
||
}
|
||
info("action", `scout-food: engaging ${target.entity.name}@${target.distance.toFixed(1)}b`);
|
||
for (let i = 0; i < 8; i++) {
|
||
const current = Object.values(bot.entities ?? {}).find((e) => e.id === target.entity.id);
|
||
if (!current) break;
|
||
if (current.position.distanceTo(bot.entity.position) > 4) {
|
||
try {
|
||
await Promise.race([
|
||
bot.pathfinder.goto(new goals.GoalFollow(current, 2)),
|
||
new Promise((_, rej) => setTimeout(() => rej(new Error("repath timeout")), 8_000)),
|
||
]);
|
||
} catch {}
|
||
}
|
||
bot.attack(current);
|
||
await new Promise((r) => setTimeout(r, 700));
|
||
}
|
||
await new Promise((r) => setTimeout(r, 1_000));
|
||
const after = foodCount(bot);
|
||
if (after <= before) {
|
||
return { ok: false, code: "no_drop", detail: `hunted ${target.entity.name} but no edible drop`, worldDelta: null };
|
||
}
|
||
return {
|
||
ok: true,
|
||
code: "done",
|
||
detail: { source: "hunt", mob: target.entity.name, gained: after - before },
|
||
worldDelta: { acquiredFood: after - before, source: "hunt", mob: target.entity.name },
|
||
};
|
||
}
|
||
|
||
function horizontalDistance(a, b) {
|
||
return Math.hypot((b?.x ?? 0) - (a?.x ?? 0), (b?.z ?? 0) - (a?.z ?? 0));
|
||
}
|
||
|
||
function yawToward(from, to) {
|
||
if (!from || !to) return null;
|
||
const dx = to.x - from.x;
|
||
const dz = to.z - from.z;
|
||
if (Math.hypot(dx, dz) < 0.5) return null;
|
||
return -Math.atan2(dx, dz);
|
||
}
|
||
|
||
// Test exports
|
||
export const __testing = {
|
||
CARDINALS, PATROL_TICK_DISTANCE, DEFAULT_COMMIT_DISTANCE, PATROL_STEP_TIMEOUT_MS,
|
||
nearestPassiveFoodMob, currentBiomeName, scanForFoodCapableNeighbourBiome,
|
||
cardinalProgress, dominantCardinal, horizontalDistance, yawToward,
|
||
};
|