Files
pepa-pi-bot/runtime/reflex.test.js
T
mayatnikovandClaude Opus 4.7 19dc8e12c6 fix(runtime): unstick wander loop + chop radius + explore.far skill
Follow-up to the iteration-1 fixes. Live smoke on play.xmatic.team
revealed the bot was spawning into a tree-less plain (no log within
32 blocks of spawn), looping wander→gather→no_target→wander
forever inside a 16-block box.

- runtime/actions.js: chopNearestTree search radius 32 → 64 (still no
  trees on this spawn, but a normal biome will be served well by it).
  wander now has a blind-walk fallback when pathfinder times out
  (look+forward+jump for 3 s) so the bot at least unsticks from leaves
  or pillars. Pathfinder timeout reduced 30 s → 15 s.
- runtime/skills/explore-far.js: new explore.far skill — walks ~48
  blocks in a quadrant (NE/SE/SW/NW, rotating per call) so successive
  hints actually circle the spawn instead of bouncing in place. Blind
  walk fallback included.
- runtime/reflex.js: when the scheduler is told to wander twice in a
  row by gather.* recover hints, it now dispatches explore.far instead
  so the bot actually leaves the patch it's stuck in. Resets the
  consecutiveWanderHints counter on any success.
- runtime/reflex.js (sleep): no longer dispatches when the bot has
  neither a bed in inventory NOR a known shelter/base location —
  saved one dispatch + 5-min cooldown per restart at night.
- runtime/reflex.js (eat): inventory check + lastEatAt always updated
  fix the eat-spam loop observed live (every tick fired "eat" → "no
  food in inventory" → again).
- runtime/skills/chop-logs.js: recognise "no log within ..." as
  no_target so the recover hint switches the bot to wander/explore.

npm test 124/124.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 11:18:36 +03:00

247 lines
6.6 KiB
JavaScript

// Tests for the new curriculum-driven scheduler in runtime/reflex.js.
// We exercise runTick with synthetic snapshots + a recording ctx so we can
// assert which reflex fires and what gets dispatched.
import { test } from "node:test";
import assert from "node:assert/strict";
import { runTick } from "./reflex.js";
function makeCtx({
snapshot,
busy = false,
bot = { entities: {}, entity: { position: { x: 0, y: 64, z: 0 } } },
skillBackoff,
lastEatAt = 0,
lastSleepAttemptAt = 0,
lastCurriculumAt = 0,
} = {}) {
const dispatches = [];
const ctx = {
bot,
snapshot,
busy,
currentActionLabel: null,
lastEatAt,
lastSleepAttemptAt,
lastCurriculumAt,
skillBackoff,
dispatch(fn, label, opts = {}) {
dispatches.push({ label, opts });
},
};
return { ctx, dispatches };
}
test("busy ctx returns skipped without dispatching", () => {
const { ctx, dispatches } = makeCtx({
snapshot: { connected: true, curriculum: { plan: { skillId: "gather.logs" } } },
busy: true,
currentActionLabel: "chopping",
});
const out = runTick(ctx);
assert.equal(out.reflex, "busy");
assert.equal(out.action, "skipped");
assert.equal(dispatches.length, 0);
});
test("disconnected snapshot → no dispatch", () => {
const { ctx, dispatches } = makeCtx({ snapshot: { connected: false } });
const out = runTick(ctx);
assert.equal(out, null);
assert.equal(dispatches.length, 0);
});
test("defend wins over curriculum when hostile in melee", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
closestHostile: { name: "zombie", distance: 3 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "defend");
assert.match(dispatches[0].label, /attack zombie/);
});
test("eat wins over curriculum when food low and bot has food in inventory", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 10,
// 2026-05-26: eat reflex now requires actual food in inventory
// to avoid the eat-spam loop that fired every tick on empty
// inventory.
inventory: { bread: 1 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "eat");
assert.equal(dispatches[0].label, "eat");
});
test("eat reflex does NOT dispatch when no food in inventory (no spam)", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 10,
inventory: { dirt: 1 },
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
// Falls through to curriculum.
assert.equal(out.reflex, "curriculum");
});
test("curriculum dispatches suggested skill by id", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(dispatches[0].label, "gather.logs");
assert.ok(typeof dispatches[0].opts.onComplete === "function");
});
test("curriculum falls back to wander when no plan", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: null,
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(dispatches[0].label, "wander");
});
test("curriculum falls back to wander when skill id is unknown", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "shelter.assemble" } }, // not registered yet
},
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.match(dispatches[0].label, /^wander/);
});
test("curriculum honours per-skill backoff", () => {
const future = Date.now() + 30_000;
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.stone" } },
},
skillBackoff: { "gather.stone": future },
});
const out = runTick(ctx);
// Backoff blocks the curriculum reflex; idle still won't fire on this
// tick (idleCounter not at the 20-tick mark) so runTick yields.
assert.equal(out, null);
assert.equal(dispatches.length, 0);
});
test("wander-hint backoff swaps skill for wander on the next tick", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
skillBackoff: { __wander_hint__: Date.now() + 30_000 },
});
const out = runTick(ctx);
assert.equal(out.reflex, "curriculum");
assert.equal(dispatches[0].label, "wander");
});
test("onComplete sets wander hint when skill recovery says so", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
});
runTick(ctx);
const cb = dispatches[0].opts.onComplete;
cb({ ok: false, code: "no_target", recovery: { hint: "wander" } });
assert.ok((ctx.skillBackoff?.__wander_hint__ ?? 0) > Date.now());
});
test("onComplete clears wander hint on success", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
skillBackoff: { __wander_hint__: Date.now() + 30_000 },
});
// With wander hint active, first tick will choose wander, not gather.logs.
runTick(ctx);
// Simulate the wander completing and clearing the hint manually since
// wander is dispatched via actions.js directly (no recover hint).
ctx.skillBackoff.__wander_hint__ = 0;
// Next tick — past the curriculum cooldown.
ctx.lastCurriculumAt = 0;
const { ctx: ctx2, dispatches: dispatches2 } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.logs" } },
},
});
runTick(ctx2);
dispatches2[0].opts.onComplete({ ok: true, code: "done" });
assert.equal(ctx2.skillBackoff.__wander_hint__, 0);
});
test("onComplete sets per-skill backoff on cooldown-class failures", () => {
const { ctx, dispatches } = makeCtx({
snapshot: {
connected: true,
health: 20,
food: 20,
isDay: true,
curriculum: { plan: { skillId: "gather.stone" } },
},
});
runTick(ctx);
const cb = dispatches[0].opts.onComplete;
cb({ ok: false, code: "missing_tool", detail: "no pickaxe" });
assert.ok((ctx.skillBackoff?.["gather.stone"] ?? 0) > Date.now());
});