Files
pepa-pi-bot/runtime/knowledge/knowledge.test.js
T
15b6c11002 v0.3.1: survival behaviour overhaul — storyline, biome-aware scout, wedge-relocate, food/perf fixes, monitor TUI (#28)
* 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>
2026-05-28 09:43:57 +03:00

375 lines
13 KiB
JavaScript

import { test } from "node:test";
import assert from "node:assert/strict";
import { mkdtempSync, rmSync } from "node:fs";
import { tmpdir } from "node:os";
import { join } from "node:path";
import {
initKnowledge,
isAvailable,
disabledReason,
lookupRecipe,
lookupMob,
lookupBlock,
recall,
record,
markApplied,
topAdvice,
insertDeath,
unanalysedDeaths,
markDeathAnalysed,
insertPostmortem,
recordPOI,
poiNearby,
logChat,
insertRecommendation,
markRecommendationApplied,
markRecommendationOutcome,
recommendationStats,
recentRecommendations,
createImprovementRequest,
listImprovements,
markImprovementStatus,
} from "./index.js";
import { __resetForTests, closeStore } from "./store.js";
// All tests share one DB in a tmp dir per run. The first test bootstraps,
// later tests assume init has happened. When `better-sqlite3` is not
// installed, `isAvailable()` stays false and every test asserts the
// graceful no-op contract instead.
const tmp = mkdtempSync(join(tmpdir(), "pepa-knowledge-test-"));
let bootstrapped = false;
async function bootstrap() {
if (bootstrapped) return;
__resetForTests();
await initKnowledge({ stateDir: tmp });
bootstrapped = true;
}
test("init: opens store or stays disabled gracefully", async () => {
await bootstrap();
if (!isAvailable()) {
assert.match(disabledReason() ?? "", /better-sqlite3|store/i,
"when unavailable, disabledReason should explain why");
return; // rest of suite covered by no-op assertions below
}
assert.equal(typeof isAvailable(), "boolean");
});
test("seed: recipes, mobs, blocks, lessons present", async () => {
await bootstrap();
if (!isAvailable()) {
assert.equal(lookupRecipe("planks"), null);
assert.equal(lookupMob("creeper"), null);
assert.equal(lookupBlock("oak_log"), null);
assert.deepEqual(recall(), []);
return;
}
const planks = lookupRecipe("planks");
assert.ok(planks, "planks recipe seeded");
assert.equal(planks.yields, 4);
const creeper = lookupMob("creeper");
assert.ok(creeper, "creeper intel seeded");
assert.equal(creeper.threat_level, 5);
assert.equal(creeper.verdict_no_weapon, "flee");
const oak = lookupBlock("oak_log");
assert.ok(oak, "oak_log intel seeded");
assert.equal(oak.required_tool, "axe");
const lessons = recall();
assert.ok(lessons.length >= 5, `expected ≥5 starter lessons, got ${lessons.length}`);
});
test("recall: filter by hostile narrows results", async () => {
await bootstrap();
if (!isAvailable()) return;
const all = recall();
const creeperLessons = recall({ hostile: "creeper" });
assert.ok(creeperLessons.length > 0, "creeper-specific lessons exist");
assert.ok(creeperLessons.every(
(l) => l.trigger_hostile === null || l.trigger_hostile === "creeper",
), "filter excludes other hostiles");
assert.ok(creeperLessons.length <= all.length);
});
test("record: insert custom lesson, retrievable by category", async () => {
await bootstrap();
if (!isAvailable()) {
assert.equal(record({ text: "noop", category: "combat" }).ok, false);
return;
}
const { ok, id } = record({
text: "Stop attacking creepers with fists — confirmed 30 deaths in spawn area.",
category: "combat",
triggerHostile: "creeper",
avoidSkill: "attack creeper",
preferSkill: "survive.flee",
confidence: 0.8,
source: "test",
});
assert.equal(ok, true);
assert.ok(typeof id === "number" || typeof id === "bigint");
const lessons = recall({ hostile: "creeper", category: "combat" });
assert.ok(lessons.some((l) => l.id === Number(id)));
});
test("markApplied: increments counters, adjusts confidence", async () => {
await bootstrap();
if (!isAvailable()) return;
const { id } = record({
text: "test-applied-lesson", category: "pathing", confidence: 0.5, source: "test",
});
markApplied(id, { succeeded: true });
markApplied(id, { succeeded: true });
markApplied(id, { succeeded: false });
const found = recall({ category: "pathing" }).find((l) => l.id === Number(id));
assert.ok(found, "lesson retrievable after marks");
assert.equal(found.applied_count, 3);
assert.equal(found.succeeded_count, 2);
assert.ok(found.confidence > 0.5, "two successes outweighed one failure");
});
test("topAdvice: returns null when no high-confidence lesson matches", async () => {
await bootstrap();
if (!isAvailable()) {
assert.deepEqual(topAdvice({ hostile: "creeper" }), { avoid: null, prefer: null, lessonId: null, lesson: null });
return;
}
// Starter rule for creeper is confidence 0.95, with avoid + prefer set.
const advice = topAdvice({ hostile: "creeper" });
assert.equal(advice.avoid, "attack creeper");
assert.equal(advice.prefer, "survive.flee");
assert.ok(advice.lesson);
// Unrelated mob → no specific advice usually.
const noneAdvice = topAdvice({ hostile: "rabbit" });
// Either no advice OR a generic lesson without avoid/prefer set. Both fine.
if (noneAdvice.avoid || noneAdvice.prefer) {
assert.ok(typeof noneAdvice.lesson === "string");
}
});
test("death + postmortem round-trip", async () => {
await bootstrap();
if (!isAvailable()) {
assert.equal(insertDeath({ ts: 1, x: 0, y: 0, z: 0 }), null);
return;
}
const deathId = insertDeath({
ts: Date.now(),
x: 100, y: 64, z: 200,
cause: "hostile",
hostile: "creeper",
lastSkill: "gather.logs",
lastSkillCode: "timeout",
hp: 0,
food: 14,
inventoryLost: [{ name: "oak_log", count: 4 }],
contextBlob: { lastTicks: ["wandered E", "noticed creeper at 6m", "boom"] },
});
assert.ok(deathId);
const pending = unanalysedDeaths({ limit: 10 });
assert.ok(pending.some((d) => d.id === Number(deathId)));
const pmId = insertPostmortem({
deathId,
cause: "creeper_explosion_in_open",
lesson: "Don't gather logs at night without armor.",
nextAction: "shelter, then gather at dawn",
rawResponse: '{"cause":"creeper"}',
});
assert.ok(pmId);
markDeathAnalysed(deathId);
const stillPending = unanalysedDeaths({ limit: 10 });
assert.ok(!stillPending.some((d) => d.id === Number(deathId)));
});
test("poi: insert + nearby query", async () => {
await bootstrap();
if (!isAvailable()) {
assert.equal(recordPOI({ kind: "tree", x: 0, y: 64, z: 0 }), null);
assert.deepEqual(poiNearby({ x: 0, z: 0 }), []);
return;
}
recordPOI({ kind: "tree", x: 100, y: 64, z: 100, notes: "oak cluster" });
recordPOI({ kind: "tree", x: 110, y: 64, z: 102 });
recordPOI({ kind: "tree", x: 500, y: 64, z: 500 });
recordPOI({ kind: "danger", x: 100, y: 64, z: 100, notes: "creeper spawned here" });
const near = poiNearby({ x: 100, z: 100, kind: "tree", radius: 32 });
assert.equal(near.length, 2);
assert.ok(near[0].dist2 < 200, "nearest first");
const far = poiNearby({ x: 100, z: 100, kind: "tree", radius: 8 });
assert.equal(far.length, 1, "radius 8 excludes the second tree at (110,102)");
const danger = poiNearby({ x: 100, z: 100, kind: "danger", radius: 32 });
assert.equal(danger.length, 1);
});
test("chat log: append + select", async () => {
await bootstrap();
if (!isAvailable()) {
assert.equal(logChat({ text: "hi", speaker: "alice" }), null);
return;
}
const id1 = logChat({ direction: "in", speaker: "alice", text: "привет", intent: "GREETING" });
const id2 = logChat({ direction: "out", text: "yo", repliedWith: "template" });
assert.ok(id1 && id2);
});
// ---- v0.3.0 advisor recommendations ---------------------------------------
test("advisor recommendations: insert → markApplied → markOutcome → stats", async () => {
await bootstrap();
if (!isAvailable()) {
assert.equal(insertRecommendation({ triggerReason: "x", action: "switch_skill" }), null);
return;
}
const id = insertRecommendation({
triggerReason: "wedged_90s",
plannedSkill: "explore.far",
recommendedSkill: "recovery.tunnel-out",
action: "switch_skill",
rationale: "Stuck wedged, tunnel out.",
activeNeed: "L2 tools_wood",
tokensIn: 700, tokensOut: 40, latencyMs: 5000,
});
assert.ok(id, "got recommendation id");
markRecommendationApplied(id);
markRecommendationOutcome(id, { ok: true, code: "done" });
const recent = recentRecommendations({ limit: 5 });
const row = recent.find((r) => r.id === id);
assert.ok(row);
assert.equal(row.applied, 1);
assert.equal(row.outcome_ok, 1);
// second insert with same trigger to test stats grouping
const id2 = insertRecommendation({
triggerReason: "wedged_90s",
plannedSkill: "explore.far",
recommendedSkill: "survive.pillar-up",
action: "switch_skill",
rationale: "Try pillar.",
tokensIn: 720, tokensOut: 50, latencyMs: 6000,
});
markRecommendationApplied(id2);
markRecommendationOutcome(id2, { ok: false, code: "no_progress" });
const stats = recommendationStats({ sinceHours: 24 });
const wedged = stats.find((s) => s.trigger_reason === "wedged_90s");
assert.ok(wedged);
assert.equal(wedged.total, 2);
assert.equal(wedged.applied, 2);
assert.equal(wedged.succeeded, 1);
assert.equal(wedged.failed, 1);
});
test("advisor recommendations: graceful no-op on unknown id", async () => {
await bootstrap();
if (!isAvailable()) return;
markRecommendationApplied(null);
markRecommendationOutcome(null, { ok: true });
markRecommendationOutcome(999999, { ok: true });
// no throw = pass
});
// ---- v0.3.0 improvement requests ------------------------------------------
test("improvement requests: create, dedup-by-title bumps votes, list filters", async () => {
await bootstrap();
if (!isAvailable()) {
assert.equal(createImprovementRequest({ title: "x" }), null);
return;
}
const id1 = createImprovementRequest({
source: "postmortem",
category: "skill",
title: "Add craft.iron-pickaxe skill",
description: "Bot has iron ingots but no skill to craft tier-3 pickaxe.",
priority: 2,
});
assert.ok(id1);
// duplicate title → bumps votes, returns same id
const id2 = createImprovementRequest({
source: "reflect",
category: "skill",
title: "Add craft.iron-pickaxe skill",
priority: 2,
});
assert.equal(id2, id1, "dedup returns original id");
const list = listImprovements({ status: "open", category: "skill" });
const row = list.find((r) => r.id === id1);
assert.ok(row);
assert.equal(row.votes, 2, "votes bumped by duplicate");
markImprovementStatus(id1, { status: "implemented", notes: "Shipped in v0.3.1" });
const updated = listImprovements({ status: "implemented" });
assert.ok(updated.some((r) => r.id === id1));
const stillOpen = listImprovements({ status: "open" });
assert.ok(!stillOpen.some((r) => r.id === id1));
});
test("improvement requests: fuzzy dedup catches reworded titles + won't resurrect closed ones", async () => {
await bootstrap();
if (!isAvailable()) return;
const a = createImprovementRequest({
source: "postmortem", category: "skill",
title: "Нет навыка целевого поиска еды по биому", priority: 1,
});
assert.ok(a);
// Reworded near-duplicate — should map to the SAME row, bump votes.
const b = createImprovementRequest({
source: "reflect", category: "skill",
title: "Нет навыка целевого дальнего поиска еды по биому", priority: 1,
});
assert.equal(b, a, "reworded title deduped to original");
// Mark it implemented, then the LLM re-files the same gap reworded
// again — must NOT create a fresh open row (no resurrection).
markImprovementStatus(a, { status: "implemented", notes: "scout-food" });
const c = createImprovementRequest({
source: "reflect", category: "skill",
title: "Нужен навык дальнего поиска еды по биому", priority: 1,
});
assert.equal(c, a, "re-filed closed gap returns existing id, no new row");
const open = listImprovements({ status: "open" });
assert.ok(!open.some((r) => r.id === a), "closed gap stays closed");
});
test("tokenize / jaccard: similarity helpers", async () => {
const { tokenize, jaccard } = (await import("./index.js")).__testing;
const t1 = tokenize("Нет навыка целевого поиска еды по биому");
const t2 = tokenize("Нет навыка целевого дальнего поиска еды по биому");
assert.ok(jaccard(t1, t2) >= 0.6, `expected ≥0.6, got ${jaccard(t1, t2)}`);
const t3 = tokenize("Trigger wedged_96s has low success rate");
assert.ok(jaccard(t1, t3) < 0.3, "unrelated titles score low");
});
test("improvement requests: priority and status ordering", async () => {
await bootstrap();
if (!isAvailable()) return;
const a = createImprovementRequest({ source: "manual", title: "low-prio thing", priority: 5 });
const b = createImprovementRequest({ source: "manual", title: "high-prio thing", priority: 1 });
const list = listImprovements({ status: "open" });
const ai = list.findIndex((r) => r.id === a);
const bi = list.findIndex((r) => r.id === b);
assert.ok(bi < ai, "priority 1 listed before priority 5");
});
// Cleanup: close DB and remove tmp dir.
test("teardown", () => {
closeStore();
try { rmSync(tmp, { recursive: true, force: true }); } catch {}
});