* feat(v0.4.0): vNext — closed-loop world model + settlement contract
Implements the vNext architecture from the research doc: demote the noisy
multi-rail planner in favour of a closed loop (world truth → invariant check)
plus a single utility-driven goal authority.
L1 services (fix no_drop / silent pathfinder hang first):
- InventoryLedger: diff-based "did I actually get it" verifier; acquire-food
now confirms via ledger.gainedSince instead of the unreliable count/event.
- MotionService.gotoSafe: wall-clock timeout + progress watchdog +
path_update(noPath/timeout) → structured {reached|stuck|timeout|nopath}.
L3 plan — unify the three competing rails (curriculum/manifesto/storyline):
- Settlement Contract: ordered M0–M9 milestones, each invariant-checked
against an authoritative world view (early steps delegate to the proven
curriculum; late game adds farming).
- InvariantChecker + predicate library; GoalManager selects the lowest unmet
milestone via utility argmax (food-urgency preempts, DEPS-style).
- Wired into the scheduler: bot.js precomputes snapshot.contract; reflex.js
consumes it in place of the storyline rail. Manifesto L0 still preempts.
Eval + robustness:
- Village Score (single 0..1 metric) on the snapshot + TUI "build" line.
- survive.dig-in skill + dusk_dig_in mode (exposed at night, no bed → cover).
- approach_block helper (GoalNear + lookAt, avoids GoalLookAtBlock #341).
+28 new tests (450 total green). LLM remains entirely off the tick path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
* feat(v0.4.0): finish vNext plan — anti-loop, skill-graph, worldDelta diff, flee→motion
Completes the remaining v0.4.0 plan items and one fix motivated by a live
in-game observation (flee hanging 30s against a persistent zombie).
- flee → MotionService.gotoSafe: structured {stuck|timeout|nopath} in ~4s with
a blind-retreat fallback, instead of the observed 30s pathfinder hang + 3
watchdog replans. Movements setup guarded so it is unit-testable.
- QW5 anti-loop (runtime/anti-loop.js): same skill failing >=3x in 5min →
30min blacklist (reflex shouldSkip) + one-shot improvement_request
(bot.js drainFired -> writeProposal).
- 4.1 closed-loop worldDelta: runSkill snapshots inventory before execute and
attaches the real delta (_invObserved) to every successful result; opt-in
skill.expectGain asserts the claimed gain or returns world_unchanged.
- 3.6 skill-graph (Plan4MC): declarative requires/produces for ~20 skills;
prerequisitesMet/canRun/runnableFrontier; GoalManager annotates suggestions
with blockedBy when prereqs are unmet.
+22 tests (472 total green). Live smoke confirmed dig-in works and no new
errors; flee loop is what this commit's flee migration addresses.
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>
63 lines
2.1 KiB
JavaScript
63 lines
2.1 KiB
JavaScript
import { test } from "node:test";
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import assert from "node:assert/strict";
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import { skill } from "./flee.js";
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function vec(x, y, z) {
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return {
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x, y, z,
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clone() { return vec(x, y, z); },
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distanceTo(o) { return Math.hypot(x - o.x, y - o.y, z - o.z); },
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offset(dx, dy, dz) { return vec(x + dx, y + dy, z + dz); },
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};
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}
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function fakeBot({ moveOnForward = 0 } = {}) {
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const bot = {
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entity: { position: vec(0, 64, 0), yaw: 0 },
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entities: { z1: { name: "zombie", position: vec(2, 64, 0) } },
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loadPlugin() {},
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pathfinder: { goto: () => new Promise(() => {}), stop() {}, setMovements() {} },
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setControlState(name, on) {
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if (name === "forward" && on && moveOnForward) {
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bot.entity.position = vec(moveOnForward, 64, 0);
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}
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},
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async look() {},
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};
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return bot;
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}
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test("flee returns done when motion reaches the retreat point", async () => {
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const bot = fakeBot();
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const ctx = { bot, motion: { gotoSafe: async () => ({ ok: true, code: "reached", movedBlocks: 16 }) } };
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const res = await skill.execute(ctx, {});
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assert.equal(res.ok, true);
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assert.equal(res.code, "done");
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assert.ok(res.worldDelta.fledTo);
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});
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test("flee falls back to blind retreat and succeeds when it moves far enough", async () => {
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const bot = fakeBot({ moveOnForward: 8 });
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const ctx = { bot, motion: { gotoSafe: async () => ({ ok: false, code: "stuck", movedBlocks: 0 }) } };
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const res = await skill.execute(ctx, { blindMs: 20 });
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assert.equal(res.ok, true);
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assert.equal(res.detail.mode, "blind-retreat");
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});
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test("flee surfaces the structured motion code when stuck and blind retreat fails", async () => {
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const bot = fakeBot({ moveOnForward: 0 }); // never moves
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const ctx = { bot, motion: { gotoSafe: async () => ({ ok: false, code: "stuck", movedBlocks: 0 }) } };
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const res = await skill.execute(ctx, { blindMs: 20 });
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assert.equal(res.ok, false);
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assert.equal(res.code, "stuck");
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});
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test("flee precondition fails with no hostile", () => {
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const bot = fakeBot();
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bot.entities = {};
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const pre = skill.preconditions({ bot }, {});
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assert.equal(pre.ok, false);
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assert.equal(pre.code, "no_hostile");
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});
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