Files
pepa-pi-bot/runtime/persona/chatter.js
T
mayatnikovandClaude Opus 4.7 7f545723b5 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>
2026-05-27 20:36:17 +03:00

273 lines
8.0 KiB
JavaScript

// Persona chatter — bot occasionally narrates its life in Russian chat.
//
// Goal: feel like a player, not a script. The bot announces when it
// starts a major skill, when it spots danger, when it respawns, when
// it accomplishes a milestone. All lines are Russian, ≤ 80 chars, sent
// via bot.chat().
//
// Hard rate limits (so it's not annoying):
// - min 75 seconds between any two narrations
// - max 8 narrations / hour
// - duplicate-line suppression (don't repeat the same template-line
// twice in a row)
//
// Design: poll-based. We attach a 5-second timer that compares the
// current snapshot to the last seen one and fires narration on
// transitions. No invasive hooks into runSkill / reflex; the existing
// snapshot pipeline gives us everything.
import { info, warn } from "../log.js";
const POLL_INTERVAL_MS = 5_000;
const MIN_GAP_MS = 75_000;
const MAX_PER_HOUR = 8;
// Templates by event. Pick one at random.
const TEMPLATES = {
respawn: [
"уф, опять смерть. поднимаюсь, иду дальше.",
"снова на ногах. ладно, продолжаем.",
"перерождение. что было — то прошло.",
"ох, опять. ладно, поехали.",
],
gather_logs_start: [
"пошёл за деревом",
"надо дровишек нарубить",
"иду рубить лес",
"за дровами",
],
gather_stone_start: [
"за камнем",
"надо камешка добыть",
"копаю стоунушку",
],
craft_start: [
"крафтю",
"за верстаком",
],
build_start: [
"строю что-то небольшое",
"немного строительства",
],
travel_start: [
"иду осваиваться дальше",
"в путь",
"посмотрю что там вокруг",
],
threat_creeper: [
"крепер рядом, аккуратнее",
"тссс... крепер",
"крепер... убегаю",
],
threat_skeleton: [
"скелет с луком, прячусь",
"скелет, надо в укрытие",
],
threat_zombie: [
"зомби идёт",
"зомби, готовлюсь",
],
night_approaching: [
"скоро темно. где бы укрыться",
"ночь близко. надо в безопасное место",
"темнеет",
],
day_break: [
"светает. дышу свободнее",
"утро. опасности меньше",
],
milestone_done: [
"ура, готово",
"одно дело сделано",
],
stuck: [
"что-то застрял. думаю",
"попал в неудобное место",
],
};
let _state = null;
let _timer = null;
let _last = {
activeSkill: null,
runtimeState: null,
threatHostile: null,
dayPart: null,
noProgressReason: null,
storyStepId: null,
};
let _lastNarrationAt = 0;
let _narrationTimes = [];
let _lastTemplate = null;
export function attach(bot, ctx = {}) {
if (_timer) {
warn("persona", "attach() already called");
return;
}
if (!bot) return;
_state = { bot, ctx };
bot.on?.("respawn", () => maybeNarrate("respawn"));
// On 'death' event we DON'T narrate (we're dead, no chat). Narration
// happens on respawn.
_timer = setInterval(() => {
try { tick(); } catch (e) { warn("persona", `tick err: ${e?.message ?? e}`); }
}, POLL_INTERVAL_MS);
_timer.unref?.();
info("persona", `chatter attached (poll ${POLL_INTERVAL_MS / 1000}s, max ${MAX_PER_HOUR}/h)`);
}
export function detach() {
if (_timer) { clearInterval(_timer); _timer = null; }
_state = null;
_last = { activeSkill: null, runtimeState: null, threatHostile: null, dayPart: null, noProgressReason: null };
}
function tick() {
if (!_state) return;
const snap = _state.ctx?.getSnapshot?.();
if (!snap) return;
// 1. Skill transition
const skill = snap.activeSkill ?? null;
if (skill && skill !== _last.activeSkill) {
const key = skillTemplateKey(skill);
if (key) maybeNarrate(key);
_last.activeSkill = skill;
}
// 2. Threat appearance
const hostile = snap.closestHostile?.name ?? snap.threats?.[0]?.name ?? null;
const hostileClose = snap.closestHostile?.distance && snap.closestHostile.distance < 12;
if (hostile && hostile !== _last.threatHostile && hostileClose) {
const tk = `threat_${hostile}`;
if (TEMPLATES[tk]) maybeNarrate(tk);
_last.threatHostile = hostile;
} else if (!hostile) {
_last.threatHostile = null;
}
// 3. Day/night transition
const dayPart = inferDayPart(snap);
if (dayPart && dayPart !== _last.dayPart) {
if (dayPart === "dusk") maybeNarrate("night_approaching");
else if (dayPart === "dawn") maybeNarrate("day_break");
_last.dayPart = dayPart;
}
// 4. Stuck signal
if (snap.noProgressReason && snap.noProgressReason !== _last.noProgressReason) {
if (["no_reachable_target", "awaiting_action_cooldown", "planner_empty"].includes(snap.noProgressReason)) {
maybeNarrate("stuck");
}
_last.noProgressReason = snap.noProgressReason;
}
// 4b. Storyline step transition — narrate the *narration_ru* line
// straight from runtime/goal/storyline.js when the step changes.
// This is the bot speaking about its current quest concretely.
const story = snap.storyStep ?? null;
if (story?.step?.id && story.step.id !== _last.storyStepId && story.step.narration_ru) {
maybeNarrateRaw(story.step.narration_ru);
_last.storyStepId = story.step.id;
}
// 5. Milestone done — fires when activeSkill flips to noop and lastResult.ok
const last = snap.lastResult;
if (last?.ok && last?.code === "done") {
const k = milestoneKey(last.label);
if (k) maybeNarrate(k);
}
}
function skillTemplateKey(label) {
if (!label) return null;
if (label.startsWith("gather.logs")) return "gather_logs_start";
if (label.startsWith("gather.stone")) return "gather_stone_start";
if (label.startsWith("craft.")) return "craft_start";
if (label.startsWith("village.build") || label.startsWith("village.place")) return "build_start";
if (label.startsWith("explore.") || label.startsWith("wander")) return "travel_start";
return null;
}
function milestoneKey(label) {
if (!label) return null;
if (label.startsWith("craft.") || label.startsWith("village.place-chest") || label.startsWith("village.build-shelter")) {
return "milestone_done";
}
return null;
}
function inferDayPart(snap) {
const t = snap.timeOfDay ?? snap.time?.timeOfDay;
if (typeof t !== "number") return null;
// Minecraft day: 0..24000. 0 sunrise, 6000 noon, 12000 sunset, 18000 midnight.
if (t > 12000 && t < 13800) return "dusk";
if (t > 22500 || t < 1500) return "dawn";
return null;
}
function maybeNarrate(key) {
const line = pickLine(key);
if (!line) return;
maybeNarrateRaw(line);
}
function maybeNarrateRaw(line) {
if (!line) return;
const now = Date.now();
const hourAgo = now - 3600_000;
_narrationTimes = _narrationTimes.filter((t) => t > hourAgo);
if (now - _lastNarrationAt < MIN_GAP_MS) return;
if (_narrationTimes.length >= MAX_PER_HOUR) return;
if (line === _lastTemplate) return;
const ok = sendChat(line);
if (ok) {
_lastNarrationAt = now;
_narrationTimes.push(now);
_lastTemplate = line;
}
}
function pickLine(key) {
const pool = TEMPLATES[key] ?? [];
if (pool.length === 0) return null;
if (pool.length === 1) return pool[0];
// Avoid the same line twice in a row.
let candidates = pool.filter((l) => l !== _lastTemplate);
if (candidates.length === 0) candidates = pool;
const i = Math.floor(Math.random() * candidates.length);
return candidates[i];
}
function sendChat(text) {
if (!_state?.bot?.chat) return false;
try {
_state.bot.chat(text);
info("persona", `narrated: ${text}`);
return true;
} catch (e) {
warn("persona", `chat send failed: ${e?.message ?? e}`);
return false;
}
}
// Test exports
export const __testing = {
TEMPLATES,
resetState() {
_lastNarrationAt = 0;
_narrationTimes = [];
_lastTemplate = null;
_last = { activeSkill: null, runtimeState: null, threatHostile: null, dayPart: null, noProgressReason: null };
},
inferDayPart,
skillTemplateKey,
tick,
setState(s) { _state = s; },
getState() { return _state; },
maybeNarrate,
};