* 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>
822 lines
34 KiB
JavaScript
822 lines
34 KiB
JavaScript
// Reflex layer: priority-ordered behaviours that decide what the bot does
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// each tick. The LLM is NOT called here. If every reflex declines, the tick
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// yields and we try again next interval. The bot.js layer tracks consecutive
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// noops and escalates to Pi after a threshold (see ESCALATE_AFTER_NOOPS).
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//
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// Chain (top to bottom — first to dispatch wins):
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//
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// defend event-driven, hostile in melee or low HP + close
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// eat event-driven, food bar low
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// sleep event-driven, night without hostile in reach
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// curriculum the new scheduler — reads snapshot.curriculum and dispatches
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// via runtime/skills/runSkill. Replaces the old ad-hoc
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// tech-tree + autonomous chop/wander branches.
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// idle heartbeat logger
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//
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// Operator chat does NOT create tasks (Phase 0 pivot). TUI pause/stop is
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// the only local override.
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import { info, warn } from "./log.js";
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import {
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attackNearest,
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fleeFrom,
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eatBestFood,
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sleepInBed,
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wander,
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} from "./actions.js";
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import { runSkill, getSkill } from "./skills/index.js";
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import { consult as consultAdvice, reportOutcome as reportAdviceOutcome } from "./coach/advice.js";
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import { tickAdvisor, consumeFreshRecommendation } from "./coach/advisor-trigger.js";
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import { markRecommendationApplied, markRecommendationOutcome } from "./knowledge/index.js";
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import { pickActiveNeed } from "./manifesto/state.js";
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import { pickCurrentStep } from "./goal/state.js";
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import { observe as observeWedge, isWedged } from "./awareness/wedge-detector.js";
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import { situationHash } from "./scenario-memory.js";
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import { tickModes } from "./modes.js";
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// Each "wander hint" triggered by a skill returning no_target should take
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// the bot meaningfully further than 16 blocks — otherwise the curriculum
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// re-fires the same skill, gets no_target again, and the bot loops in
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// place. We escalate every other wander hint into explore.far (~48
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// blocks, quadrant-rotating).
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let consecutiveWanderHints = 0;
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const REFLEX_LOG = "reflex";
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const DEFEND_ATTACK_MAX_SWINGS = 5;
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const DEFEND_ATTACK_SETTLE_MS = 650;
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const DEFEND_CLEAR_RADIUS = 4.5;
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const DEFEND_STUCK_WINDOW_MS = 20_000;
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const DEFEND_REPEAT_OK_RETREAT_COUNT = 2;
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// A reflex returns one of:
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// { action: "noop" } — nothing to do
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// { action: "dispatched", kind, label } — dispatched an async action
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// { action: "completed", kind, detail } — fully sync, already done
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// Reflexes must NEVER throw — they log and return noop on failure.
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// ---- defend ----------------------------------------------------------------
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function delay(ms) {
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return new Promise((resolve) => setTimeout(resolve, ms));
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}
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function nearestHostileDistance(bot, hostileName) {
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const here = bot?.entity?.position;
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if (!here) return null;
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let nearest = null;
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for (const e of Object.values(bot.entities ?? {})) {
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if (!e?.position) continue;
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if (hostileName && e.name !== hostileName) continue;
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let dist;
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try {
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dist = e.position.distanceTo(here);
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} catch {
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continue;
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}
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if (!Number.isFinite(dist)) continue;
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if (nearest === null || dist < nearest) nearest = dist;
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}
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return nearest;
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}
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function distanceDetail(dist) {
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return Number.isFinite(dist) ? Number(dist.toFixed(1)) : dist;
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}
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async function attackNearestUntilClear(bot, hostileName, opts = {}) {
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if (!bot?.entity?.position) return { ok: false, code: "no_bot", detail: "bot missing position" };
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const maxSwings = Math.max(1, opts.maxSwings ?? DEFEND_ATTACK_MAX_SWINGS);
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const settleMs = Math.max(0, opts.settleMs ?? DEFEND_ATTACK_SETTLE_MS);
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let lastDetail = null;
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for (let swings = 0; swings < maxSwings; swings++) {
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const before = nearestHostileDistance(bot, hostileName);
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if (before === null || before > DEFEND_CLEAR_RADIUS) {
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return { ok: true, code: "done", detail: { target: hostileName, cleared: true, swings } };
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}
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const res = await attackNearest(bot, hostileName);
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lastDetail = res?.detail ?? null;
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if (!res?.ok) {
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return {
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ok: false,
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code: res?.code ?? "no_target",
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detail: res?.detail ?? "no target in reach",
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};
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}
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if (settleMs > 0) await delay(settleMs);
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}
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const after = nearestHostileDistance(bot, hostileName);
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if (after === null || after > DEFEND_CLEAR_RADIUS) {
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return { ok: true, code: "done", detail: { target: hostileName, cleared: true, swings: maxSwings } };
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}
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return {
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ok: false,
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code: "hostile_still_near",
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detail: {
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target: hostileName,
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distance: distanceDetail(after),
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swings: maxSwings,
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last: lastDetail,
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},
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};
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}
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function rememberDefendAttack(ctx, hostileName, res) {
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const now = Date.now();
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if (res?.ok) {
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const prev = ctx.defendAttackCleared;
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const count = prev?.name === hostileName && now - prev.ts < DEFEND_STUCK_WINDOW_MS
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? prev.count + 1
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: 1;
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ctx.defendAttackCleared = { name: hostileName, count, ts: now };
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if (ctx.defendAttackStuck?.name === hostileName) ctx.defendAttackStuck = null;
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return;
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}
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ctx.defendAttackCleared = null;
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if (res?.code !== "hostile_still_near") return;
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const prev = ctx.defendAttackStuck;
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const count = prev?.name === hostileName && now - prev.ts < DEFEND_STUCK_WINDOW_MS
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? prev.count + 1
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: 1;
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ctx.defendAttackStuck = { name: hostileName, count, ts: now };
|
|
}
|
|
|
|
function shouldRetreatFromStuckAttack(ctx, hostileName) {
|
|
const stuck = ctx.defendAttackStuck;
|
|
if (!stuck || stuck.name !== hostileName) return false;
|
|
return stuck.count >= 1 && Date.now() - stuck.ts < DEFEND_STUCK_WINDOW_MS;
|
|
}
|
|
|
|
function shouldRetreatFromRepeatedClear(ctx, hostileName) {
|
|
const cleared = ctx.defendAttackCleared;
|
|
if (!cleared || cleared.name !== hostileName) return false;
|
|
return cleared.count >= DEFEND_REPEAT_OK_RETREAT_COUNT && Date.now() - cleared.ts < DEFEND_STUCK_WINDOW_MS;
|
|
}
|
|
|
|
function matchingHostileEntity(ctx, hostileName, dist) {
|
|
return Object.values(ctx.bot?.entities ?? {}).find(
|
|
(e) =>
|
|
e.name === hostileName &&
|
|
e.position &&
|
|
Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
|
|
);
|
|
}
|
|
|
|
function dispatchDefendFlee(ctx, hostile, dist, opts = {}) {
|
|
const lastFlee = ctx.lastFleeAttempt;
|
|
if (!opts.ignoreCooldown && lastFlee && lastFlee.name === hostile.name && Date.now() - lastFlee.ts < 60_000) {
|
|
return { action: "noop" };
|
|
}
|
|
ctx.lastFleeAttempt = { name: hostile.name, ts: Date.now() };
|
|
|
|
const fromEntity = matchingHostileEntity(ctx, hostile.name, dist);
|
|
const onComplete = opts.lessonId
|
|
? (res) => reportAdviceOutcome({ lessonId: opts.lessonId, succeeded: !!res?.ok })
|
|
: undefined;
|
|
ctx.dispatch(
|
|
() => fleeFrom(ctx.bot, fromEntity, 16),
|
|
`flee from ${hostile.name}`,
|
|
onComplete ? { onComplete } : {},
|
|
);
|
|
return { action: "dispatched", kind: "defend-flee", label: hostile.name };
|
|
}
|
|
|
|
function defendReflex(ctx) {
|
|
const s = ctx.snapshot;
|
|
if (!s.connected) return { action: "noop" };
|
|
if (!s.closestHostile) return { action: "noop" };
|
|
|
|
const hostile = s.closestHostile;
|
|
const dist = hostile.distance;
|
|
const lowHp = (s.health ?? 20) <= 8;
|
|
|
|
// Three regimes — tightened to avoid the "82 distant hostiles → constant
|
|
// flee" pathology observed at this spawn:
|
|
// - within 4m: verified melee attack (do not report success while the
|
|
// hostile is still standing in reach)
|
|
// - within 8m (and visibly hostile to us): flee
|
|
// - low-HP fallback: flee anything within 12m
|
|
// Anything beyond 8m with full HP is ignored regardless of how many
|
|
// hostiles the perceive snapshot enumerates.
|
|
if (dist <= 4) {
|
|
if (shouldRetreatFromRepeatedClear(ctx, hostile.name)) {
|
|
ctx.defendAttackCleared = null;
|
|
return dispatchDefendFlee(ctx, hostile, dist, { ignoreCooldown: true });
|
|
}
|
|
if (shouldRetreatFromStuckAttack(ctx, hostile.name)) {
|
|
ctx.defendAttackStuck = null;
|
|
return dispatchDefendFlee(ctx, hostile, dist, { ignoreCooldown: true });
|
|
}
|
|
// v0.2.0 — consult learned lessons. If knowledge says "do not
|
|
// attack <hostile> in this state" (e.g. creeper rule, or no-weapon
|
|
// rule learned from post-mortems), flee instead. The lesson outcome
|
|
// is reported AFTER the flee skill finishes (via dispatchDefendFlee
|
|
// onComplete), not before — flee's success/failure is what proves
|
|
// or disproves the lesson, not the act of consulting it. This is
|
|
// the closing of the learning loop for emergency combat.
|
|
const advice = consultAdvice({ plannedSkillId: `attack ${hostile.name}`, snapshot: s });
|
|
if (advice.action === "avoid" || advice.action === "override") {
|
|
return dispatchDefendFlee(ctx, hostile, dist, {
|
|
ignoreCooldown: true,
|
|
lessonId: advice.lessonId,
|
|
});
|
|
}
|
|
ctx.dispatch(
|
|
() => attackNearestUntilClear(ctx.bot, hostile.name, {
|
|
maxSwings: ctx.defendAttackMaxSwings,
|
|
settleMs: ctx.defendAttackSettleMs,
|
|
}),
|
|
`attack ${hostile.name}`,
|
|
{ onComplete: (res) => rememberDefendAttack(ctx, hostile.name, res) },
|
|
);
|
|
return { action: "dispatched", kind: "defend-attack", label: hostile.name };
|
|
}
|
|
const shouldFlee = (dist <= 8) || (lowHp && dist <= 12);
|
|
if (!shouldFlee) return { action: "noop" };
|
|
|
|
// Cooldown — if we just fled from this same mob type and it didn't work
|
|
// (timed out), don't immediately re-fire. Let other reflexes run.
|
|
return dispatchDefendFlee(ctx, hostile, dist);
|
|
}
|
|
|
|
// ---- eat -------------------------------------------------------------------
|
|
|
|
// Lightweight food allowlist — must match what eatBestFood actually tries.
|
|
// Kept inline so reflex doesn't have to import the groups module.
|
|
const EAT_REFLEX_FOOD = new Set([
|
|
"cooked_beef", "cooked_porkchop", "cooked_mutton", "cooked_chicken",
|
|
"cooked_rabbit", "cooked_salmon", "cooked_cod", "baked_potato",
|
|
"bread", "carrot", "apple", "sweet_berries", "melon_slice",
|
|
"beef", "porkchop", "chicken", "mutton",
|
|
]);
|
|
|
|
function eatReflex(ctx) {
|
|
const s = ctx.snapshot;
|
|
if (!s.connected) return { action: "noop" };
|
|
if (s.food === undefined || s.food >= 16) return { action: "noop" };
|
|
// Don't dispatch eat if there's literally no food in inventory — the
|
|
// previous version dispatched every tick, got "no food in inventory" and
|
|
// burned the whole reflex chain on a hopeless eat-spam. (Observed live
|
|
// 2026-05-26.) The curriculum has food.basic as a real milestone now;
|
|
// keep eat reflex strictly for "we have food, eat it" cases.
|
|
const inv = s.inventory ?? {};
|
|
const hasFood = Object.keys(inv).some((n) => EAT_REFLEX_FOOD.has(n));
|
|
if (!hasFood) return { action: "noop" };
|
|
// Cooldown on attempts (not only successes). Bot.consume has lag on the
|
|
// server and re-firing within 5s would just fail. We update lastEatAt
|
|
// on EVERY dispatch so a failed attempt also respects the cooldown.
|
|
const since = Date.now() - (ctx.lastEatAt ?? 0);
|
|
if (since < 5000) return { action: "noop" };
|
|
ctx.lastEatAt = Date.now();
|
|
ctx.dispatch(() => eatBestFood(ctx.bot), "eat", {});
|
|
return { action: "dispatched", kind: "eat", label: `food=${s.food}` };
|
|
}
|
|
|
|
// ---- sleep -----------------------------------------------------------------
|
|
|
|
// Inventory check so the sleep reflex doesn't waste a dispatch when we
|
|
// have no bed AND no bed nearby — let the curriculum (survive.bed) drive
|
|
// bed acquisition instead. The action itself still re-checks, but pre-
|
|
// filtering here saves a dispatch + 5-min cooldown on impossible states.
|
|
const ANY_BED_NAME_RE = /(?:^|_)bed$/;
|
|
function hasAnyBedItem(inv) {
|
|
return Object.keys(inv ?? {}).some((n) => ANY_BED_NAME_RE.test(n));
|
|
}
|
|
|
|
function sleepReflex(ctx) {
|
|
const s = ctx.snapshot;
|
|
if (!s.connected) return { action: "noop" };
|
|
if (s.isDay) return { action: "noop" };
|
|
if (s.closestHostile && s.closestHostile.distance < 8) return { action: "noop" }; // not safe
|
|
// Skip dispatch entirely when there is no bed in inventory AND no
|
|
// placed bed location we know about. Otherwise every restart at night
|
|
// burns a "sleep → no bed" dispatch+5-min cooldown for nothing — saw
|
|
// this live 2026-05-26 where the bot would dispatch sleep right after
|
|
// every spawn before doing anything productive.
|
|
const bedItem = hasAnyBedItem(s.inventory);
|
|
const bedLoc = s.locations?.shelter ?? s.locations?.base ?? null;
|
|
if (!bedItem && !bedLoc) return { action: "noop" };
|
|
// Longer cooldown after a failure — if there's no bed nearby, retrying
|
|
// every 30s blocks autonomous behaviour without ever succeeding.
|
|
const since = Date.now() - (ctx.lastSleepAttemptAt ?? 0);
|
|
if (since < 5 * 60_000) return { action: "noop" };
|
|
|
|
ctx.lastSleepAttemptAt = Date.now();
|
|
ctx.dispatch(
|
|
() => sleepInBed(ctx.bot),
|
|
"sleep",
|
|
{
|
|
onComplete: (res) => {
|
|
if (res.ok) info(REFLEX_LOG, `sleep: success (${JSON.stringify(res.detail)})`);
|
|
else info(REFLEX_LOG, `sleep: declined (${res.detail})`);
|
|
},
|
|
},
|
|
);
|
|
return { action: "dispatched", kind: "sleep", label: "night" };
|
|
}
|
|
|
|
// ---- curriculum ------------------------------------------------------------
|
|
//
|
|
// The new scheduler. Reads snapshot.curriculum (produced by runtime/
|
|
// curriculum.js in bot.js's tick) and dispatches the suggested skill
|
|
// via runSkill. Falls back to wander when:
|
|
// * no curriculum result (curriculum says "everything done — late game"),
|
|
// * suggested skill is unknown to the registry,
|
|
// * recent recover() hint asked us to wander (e.g. no_target from
|
|
// gather.logs / gather.stone — same heuristic the old autonomous
|
|
// reflex used).
|
|
//
|
|
// Stone-tier locks: gather.stone needs a pickaxe; the skill's own
|
|
// preconditions will reject otherwise. When that happens we record a
|
|
// short backoff so we don't dispatch-and-fail every tick.
|
|
|
|
const CURRICULUM_COOLDOWN_MS = 4_000;
|
|
const SKILL_BACKOFF_MS = 60_000;
|
|
const METRIC_BACKOFF_MS = 10 * 60_000;
|
|
const METRIC_BAD_CODES = new Set(["timeout", "failed", "wedged", "silent_dig_failure", "validation_failed"]);
|
|
|
|
function isRecentBadMetric(metric, { minFails = 2, maxAgeMs = METRIC_BACKOFF_MS } = {}) {
|
|
if (!metric) return false;
|
|
if ((metric.fail ?? 0) < minFails) return false;
|
|
if (!METRIC_BAD_CODES.has(metric.lastCode)) return false;
|
|
if ((metric.ok ?? 0) > 0 && metric.lastCode !== "timeout") return false;
|
|
return Date.now() - (metric.lastTs ?? 0) < maxAgeMs;
|
|
}
|
|
|
|
function recentSuccessAfter(metric, ts) {
|
|
if (!metric || !ts) return false;
|
|
if ((metric.ok ?? 0) <= 0) return false;
|
|
return (metric.lastTs ?? 0) > ts && metric.lastCode === "done";
|
|
}
|
|
|
|
function metricRecoverySkill(ctx, plannedSkillId) {
|
|
let metrics = null;
|
|
try {
|
|
metrics = ctx.metrics?.snapshot?.() ?? null;
|
|
} catch {
|
|
return null;
|
|
}
|
|
if (!metrics) return null;
|
|
const badExplore = isRecentBadMetric(metrics["explore.far"], { minFails: 1 });
|
|
const badWander = isRecentBadMetric(metrics.wander, { minFails: 2 });
|
|
const lastMovementBadTs = Math.max(
|
|
badExplore ? (metrics["explore.far"]?.lastTs ?? 0) : 0,
|
|
badWander ? (metrics.wander?.lastTs ?? 0) : 0,
|
|
);
|
|
if ((badExplore || badWander) && !recentSuccessAfter(metrics["recovery.tunnel-out"], lastMovementBadTs)) {
|
|
return { skillId: "recovery.tunnel-out", reason: "recent movement recovery failures" };
|
|
}
|
|
if (plannedSkillId && isRecentBadMetric(metrics[plannedSkillId], { minFails: 2 })) {
|
|
return { skillId: "explore.far", reason: `${plannedSkillId} recently failed repeatedly` };
|
|
}
|
|
return null;
|
|
}
|
|
|
|
function checkSkillPreconditions(ctx, skillId, args = {}) {
|
|
const skill = getSkill(skillId);
|
|
if (!skill) return { ok: false, code: "unknown_skill", detail: skillId };
|
|
try {
|
|
return skill.preconditions(ctx, args) ?? { ok: true };
|
|
} catch (e) {
|
|
return { ok: false, code: "precondition_failed", detail: e?.message ?? String(e) };
|
|
}
|
|
}
|
|
|
|
function resolveAdvisorSkill(ctx, rec, currentSkillId) {
|
|
if (!rec?.skillId) return null;
|
|
const pre = checkSkillPreconditions(ctx, rec.skillId);
|
|
if (pre.ok) return rec.skillId;
|
|
|
|
// The most common stale/under-specified advice is "switch to local
|
|
// acquire-food" when no passive mob exists in the entity horizon.
|
|
// Treat that as the broader food-search intent and route to scout-food.
|
|
if (rec.skillId === "survive.acquire-food" && pre.code === "no_target") {
|
|
const scoutPre = checkSkillPreconditions(ctx, "survive.scout-food");
|
|
if (scoutPre.ok) {
|
|
info(REFLEX_LOG, `advisor correction: ${rec.skillId} has no local target; using survive.scout-food`);
|
|
return "survive.scout-food";
|
|
}
|
|
}
|
|
|
|
info(
|
|
REFLEX_LOG,
|
|
`advisor ignored: ${currentSkillId} → ${rec.skillId} failed preconditions (${pre.code}: ${String(pre.detail ?? "").slice(0, 80)})`,
|
|
);
|
|
return null;
|
|
}
|
|
|
|
// v0.2.0-rc.3 — wedged-emergency escape. When the bot has not made
|
|
// meaningful horizontal progress for ≥ 60s AND there's no immediate
|
|
// hostile (defendReflex would have handled it) AND a placeable block
|
|
// is in inventory, dispatch survive.pillar-up to climb vertically out
|
|
// of pit terrain. Breaks the tunnel-out-fail-fall-back-to-flee loop
|
|
// observed live in the rc.2 deploy. noProgressReason is a hint, not
|
|
// required — pillar-up only writes blocks underneath, so even if the
|
|
// real cause is something else, the worst case is +1 dirt placed.
|
|
const WEDGED_MIN_MS = 60_000;
|
|
|
|
function wedgedEscapeSkill(ctx) {
|
|
const s = ctx.snapshot;
|
|
if (!s) return null;
|
|
if (s.closestHostile && (s.closestHostile.distance ?? Infinity) < 6) return null;
|
|
const lastMove = ctx.lastSignificantMoveAt ?? 0;
|
|
if (!lastMove) return null; // need at least one tick of position tracking
|
|
if (Date.now() - lastMove < WEDGED_MIN_MS) return null;
|
|
// Last attempted escape was recent? give it room.
|
|
if (ctx.skillBackoff?.["survive.pillar-up"] && Date.now() < ctx.skillBackoff["survive.pillar-up"]) {
|
|
return null;
|
|
}
|
|
const pillar = getSkill("survive.pillar-up");
|
|
if (!pillar) return null;
|
|
const pre = pillar.preconditions(ctx);
|
|
if (!pre.ok) return null;
|
|
return "survive.pillar-up";
|
|
}
|
|
|
|
function trackSignificantMovement(ctx) {
|
|
const s = ctx.snapshot;
|
|
const pos = s?.position;
|
|
if (!pos) return;
|
|
const last = ctx.lastSignificantPos;
|
|
if (!last) {
|
|
ctx.lastSignificantPos = { x: pos.x, z: pos.z };
|
|
ctx.lastSignificantMoveAt = Date.now();
|
|
return;
|
|
}
|
|
const dx = pos.x - last.x;
|
|
const dz = pos.z - last.z;
|
|
if (dx * dx + dz * dz >= 16) {
|
|
ctx.lastSignificantPos = { x: pos.x, z: pos.z };
|
|
ctx.lastSignificantMoveAt = Date.now();
|
|
}
|
|
}
|
|
|
|
function curriculumReflex(ctx) {
|
|
const s = ctx.snapshot;
|
|
if (!s.connected) return { action: "noop" };
|
|
if (!ctx.bot) return { action: "noop" };
|
|
|
|
const since = Date.now() - (ctx.lastCurriculumAt ?? 0);
|
|
if (since < CURRICULUM_COOLDOWN_MS) return { action: "noop" };
|
|
|
|
trackSignificantMovement(ctx);
|
|
const wedged = wedgedEscapeSkill(ctx);
|
|
if (wedged) {
|
|
ctx.lastCurriculumAt = Date.now();
|
|
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
|
// Don't pillar-up every tick — cool off for 2 min after each attempt.
|
|
ctx.skillBackoff["survive.pillar-up"] = Date.now() + 2 * 60_000;
|
|
ctx.dispatch(() => runSkill(wedged, ctx), wedged, {});
|
|
return { action: "dispatched", kind: "curriculum-wedged-escape", label: wedged };
|
|
}
|
|
|
|
const plan = s.curriculum?.plan;
|
|
const wanderHintUntil = ctx.skillBackoff?.["__wander_hint__"] ?? 0;
|
|
const wantWander = wanderHintUntil && Date.now() < wanderHintUntil;
|
|
const scoutFoodHintUntil = ctx.skillBackoff?.["__scout_food_hint__"] ?? 0;
|
|
const wantScoutFood = scoutFoodHintUntil && Date.now() < scoutFoodHintUntil;
|
|
const relocateHintUntil = ctx.skillBackoff?.["__relocate_hint__"] ?? 0;
|
|
const wantRelocate = relocateHintUntil && Date.now() < relocateHintUntil;
|
|
|
|
// v0.3.0-rc.2 — manifesto layer. Walk the L0-L10 needs ladder; the
|
|
// lowest unsatisfied need dictates the planned skill. The curriculum
|
|
// plan is used as a fallback when the manifesto has nothing concrete
|
|
// (e.g. armour pursue=null, or village_full with no specific next
|
|
// step). This is what makes the bot pursue tangible intermediate
|
|
// goals (tools_wood → shelter → tools_stone → ...) instead of
|
|
// wandering in the same quadrant.
|
|
//
|
|
// Tests can pass ctx.disableManifesto=true to exercise the curriculum
|
|
// branch in isolation without having to construct a full snapshot.
|
|
const activeNeed = ctx.disableManifesto ? null : pickActiveNeed(s);
|
|
if (activeNeed) {
|
|
ctx.activeNeed = activeNeed;
|
|
}
|
|
const manifestoSkillId = activeNeed?.skillId ?? null;
|
|
|
|
// v0.3.1 — wedge detector. Feeds position into rolling-bbox tracker.
|
|
// When bot has been stuck in a <50-block bbox for 10 minutes with
|
|
// the same need cycling its skills, returns wedged=true and we
|
|
// short-circuit to village.relocate which walks 300 blocks in a
|
|
// fresh cardinal. Tests pass ctx.disableWedge=true to skip.
|
|
if (!ctx.disableWedge && s.position) {
|
|
observeWedge({
|
|
x: s.position.x, z: s.position.z,
|
|
activeNeedId: activeNeed?.need?.id ?? null,
|
|
recentSkillIds: ctx.recentSkillIds ?? [],
|
|
});
|
|
const wedge = isWedged({
|
|
activeNeedId: activeNeed?.need?.id ?? null,
|
|
recentSkillIds: ctx.recentSkillIds ?? [],
|
|
});
|
|
if (wedge.wedged) {
|
|
ctx.lastCurriculumAt = Date.now();
|
|
info(REFLEX_LOG, `wedged: bbox=${Math.round(wedge.bboxDim)}b need=${activeNeed?.need?.id} for ${Math.round(wedge.needAgeMs / 1000)}s → village.relocate`);
|
|
ctx.dispatch(() => runSkill("village.relocate", ctx), "village.relocate", {});
|
|
return { action: "dispatched", kind: "wedge-relocate", label: "village.relocate" };
|
|
}
|
|
}
|
|
|
|
// v0.3.1 — storyline: the canonical Minecraft survival quest. Gives
|
|
// the bot a concrete, narratable next-action ("collect 8 logs",
|
|
// "place crafting table"). Storyline yields to manifesto on L0
|
|
// alive emergencies but otherwise its suggestion is preferred over
|
|
// the curriculum plan when it picks a registered skill.
|
|
const storyStep = ctx.disableStoryline ? null : pickCurrentStep(s);
|
|
if (storyStep) ctx.storyStep = storyStep;
|
|
const storySkillId = (storyStep && !storyStep.emergency && storyStep.suggestion?.skillId) ? storyStep.suggestion.skillId : null;
|
|
const metricRecovery = metricRecoverySkill(ctx, plan?.skillId);
|
|
if (metricRecovery) {
|
|
ctx.lastCurriculumAt = Date.now();
|
|
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
|
if (plan?.skillId) ctx.skillBackoff[plan.skillId] = Date.now() + SKILL_BACKOFF_MS;
|
|
const args = metricRecovery.skillId === "recovery.tunnel-out"
|
|
? { reason: metricRecovery.reason, maxSteps: 3 }
|
|
: {};
|
|
ctx.dispatch(() => runSkill(metricRecovery.skillId, ctx, args), metricRecovery.skillId, {});
|
|
return {
|
|
action: "dispatched",
|
|
kind: "curriculum-metric-recovery",
|
|
label: metricRecovery.skillId,
|
|
};
|
|
}
|
|
if (s.curriculum?.inventoryFull) {
|
|
const depositId = s.locations?.chest || s.nearbyBlocks?.storage ? "village.deposit-surplus" : null;
|
|
if (depositId) {
|
|
const depositBackoff = ctx.skillBackoff?.[depositId] ?? 0;
|
|
if (Date.now() >= depositBackoff) {
|
|
ctx.lastCurriculumAt = Date.now();
|
|
ctx.dispatch(() => runSkill(depositId, ctx), depositId, {
|
|
onComplete: (res) => {
|
|
if (!res?.ok) {
|
|
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
|
ctx.skillBackoff[depositId] = Date.now() + SKILL_BACKOFF_MS;
|
|
}
|
|
},
|
|
});
|
|
return { action: "dispatched", kind: "curriculum-deposit", label: depositId };
|
|
}
|
|
}
|
|
}
|
|
|
|
if (wantRelocate || wantScoutFood) {
|
|
ctx.lastCurriculumAt = Date.now();
|
|
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
|
const hintSkillId = wantRelocate ? "village.relocate" : "survive.scout-food";
|
|
const hintKey = wantRelocate ? "__relocate_hint__" : "__scout_food_hint__";
|
|
ctx.skillBackoff[hintKey] = 0;
|
|
const pre = checkSkillPreconditions(ctx, hintSkillId);
|
|
if (pre.ok) {
|
|
ctx.dispatch(() => runSkill(hintSkillId, ctx), hintSkillId, {});
|
|
return {
|
|
action: "dispatched",
|
|
kind: wantRelocate ? "curriculum-recovery-relocate" : "curriculum-recovery-scout-food",
|
|
label: hintSkillId,
|
|
};
|
|
}
|
|
info(REFLEX_LOG, `recovery hint ${hintSkillId} skipped (${pre.code}: ${String(pre.detail ?? "").slice(0, 80)})`);
|
|
}
|
|
|
|
// No skill plan from curriculum OR a recent skill asked us to wander.
|
|
// First hint → small wander (might just be 32-block reach issue).
|
|
// Every subsequent hint while still inside the backoff window → use
|
|
// explore.far so the bot actually leaves the patch it's stuck in.
|
|
if ((!plan?.skillId && !manifestoSkillId && !storySkillId) || wantWander) {
|
|
ctx.lastCurriculumAt = Date.now();
|
|
const fallbackId = wantWander && consecutiveWanderHints >= 1 ? "explore.far" : "wander";
|
|
// v0.2.0-rc.3 — consult advice on the FALLBACK dispatch too. Without
|
|
// this, Pi-coach lessons like "do not explore.far after a zombie
|
|
// sighting" never fire (the bot keeps falling into the fallback path
|
|
// after each curriculum skill bails on no_target / wander_hint).
|
|
const fbAdvice = consultAdvice({ plannedSkillId: fallbackId === "wander" ? "explore.far" : fallbackId, snapshot: ctx.snapshot });
|
|
if (fbAdvice.action === "override" && fbAdvice.overrideSkillId) {
|
|
ctx.dispatch(() => runSkill(fbAdvice.overrideSkillId, ctx), fbAdvice.overrideSkillId, {
|
|
onComplete: (res) => reportAdviceOutcome({ lessonId: fbAdvice.lessonId, succeeded: !!res?.ok }),
|
|
});
|
|
return { action: "dispatched", kind: "curriculum-fallback-advice-override", label: fbAdvice.overrideSkillId, lessonId: fbAdvice.lessonId };
|
|
}
|
|
if (fbAdvice.action === "avoid") {
|
|
// Lesson says don't do the fallback either. Try pillar-up as a
|
|
// constructive last resort if we have a placeable block — otherwise
|
|
// just idle for a tick so the next loop can re-evaluate.
|
|
const pillarSkill = getSkill("survive.pillar-up");
|
|
if (pillarSkill && pillarSkill.preconditions(ctx).ok) {
|
|
ctx.dispatch(() => runSkill("survive.pillar-up", ctx), "survive.pillar-up", {
|
|
onComplete: (res) => reportAdviceOutcome({ lessonId: fbAdvice.lessonId, succeeded: !!res?.ok }),
|
|
});
|
|
return { action: "dispatched", kind: "curriculum-fallback-pillar-up", label: "survive.pillar-up", lessonId: fbAdvice.lessonId };
|
|
}
|
|
return { action: "noop", kind: "curriculum-fallback-advice-avoid", label: fallbackId, lessonId: fbAdvice.lessonId };
|
|
}
|
|
if (fallbackId === "explore.far") {
|
|
ctx.dispatch(() => runSkill("explore.far", ctx), "explore.far", {});
|
|
return { action: "dispatched", kind: "curriculum-explore-far", label: "explore.far" };
|
|
}
|
|
ctx.dispatch(() => wander(ctx.bot, 16), "wander", {});
|
|
return { action: "dispatched", kind: "curriculum-wander", label: "wander" };
|
|
}
|
|
|
|
// Pick what to dispatch. Order:
|
|
// 1. manifesto L0 (alive emergencies: low HP near hostile, lava
|
|
// under foot, food=0) — absolute priority; do NOT let
|
|
// storyline overrule a "you're dying" signal.
|
|
// 2. storyline — concrete narrative subgoal ("collect 8 logs",
|
|
// "craft wooden pickaxe"). Beats manifesto L1+ because the
|
|
// ladder needs operational direction, not just "you need food
|
|
// → dispatch acquire-food forever".
|
|
// 3. manifesto L1+ — fallback when storyline has no concrete
|
|
// pursue (e.g. armor levels with pursue=null).
|
|
// 4. curriculum plan — legacy fallback.
|
|
const manifestoEmergency = activeNeed?.need?.level === 0;
|
|
let skillId, skillSource;
|
|
if (manifestoEmergency) {
|
|
skillId = manifestoSkillId ?? storySkillId ?? plan.skillId;
|
|
skillSource = `manifesto:${activeNeed.need.id}`;
|
|
} else if (storySkillId) {
|
|
skillId = storySkillId;
|
|
skillSource = `storyline:${storyStep.step.id}`;
|
|
} else {
|
|
skillId = manifestoSkillId ?? plan.skillId;
|
|
skillSource = manifestoSkillId ? `manifesto:${activeNeed.need.id}` : "curriculum";
|
|
}
|
|
|
|
// v0.3.0 fast-advisor: if a fresh recommendation is sitting on ctx
|
|
// (the result of a previous tick's async advise() call), use it.
|
|
// This is the closing of the awareness → LLM → action loop.
|
|
let appliedRecommendationId = null;
|
|
if (!ctx.disableAdvisor) {
|
|
const rec = consumeFreshRecommendation(ctx);
|
|
if (rec && rec.skillId) {
|
|
const resolved = resolveAdvisorSkill(ctx, rec, skillId);
|
|
if (resolved) {
|
|
info(REFLEX_LOG, `advisor override: ${skillId} → ${resolved} (${rec.triggerReason}, ${rec.rationale?.slice(0, 60)})`);
|
|
skillId = resolved;
|
|
skillSource = `advisor:${rec.triggerReason}`;
|
|
appliedRecommendationId = rec.id ?? null;
|
|
if (appliedRecommendationId) markRecommendationApplied(appliedRecommendationId);
|
|
} else if (rec.id) {
|
|
markRecommendationOutcome(rec.id, { ok: false, code: "precondition_failed" });
|
|
}
|
|
}
|
|
// Always fire-and-forget another advise() if triggers fire — the
|
|
// result lands on a future tick. tickAdvisor handles its own
|
|
// cooldown / in-flight checks so this is safe to call every tick.
|
|
tickAdvisor(ctx, { plannedSkillId: skillId });
|
|
}
|
|
|
|
const skill = getSkill(skillId);
|
|
if (!skill) {
|
|
// Suggested a skill that isn't registered yet — fall back
|
|
// to wander rather than spinning. This is the right behaviour for
|
|
// future milestones we haven't wired (e.g. shelter blueprints).
|
|
ctx.lastCurriculumAt = Date.now();
|
|
ctx.dispatch(() => wander(ctx.bot, 16), "wander", {});
|
|
return { action: "dispatched", kind: "curriculum-wander", label: `wander (no skill ${skillId}; source ${skillSource})` };
|
|
}
|
|
|
|
// Per-skill backoff: if this exact skill failed with a non-recoverable
|
|
// reason recently (missing_tool, missing_material, no_target) we give it
|
|
// breathing room rather than retrying every cooldown.
|
|
const backoffUntil = ctx.skillBackoff?.[skillId] ?? 0;
|
|
if (Date.now() < backoffUntil) return { action: "noop" };
|
|
|
|
// Scenario memory: this exact (skill, situation) pattern failed N times
|
|
// recently? Skip and let the wander/explore hint move us to a different
|
|
// situation. The hash includes coarse position + day/night + food + hp
|
|
// + inventory keys + nearby hostile — "same kind of place + state".
|
|
if (ctx.memory?.shouldSkip && ctx.snapshot) {
|
|
const sit = situationHash(ctx.snapshot);
|
|
if (ctx.memory.shouldSkip({ skillId, situation: sit })) {
|
|
// Pretend a wander hint fired so the next tick will explore.
|
|
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
|
ctx.skillBackoff["__wander_hint__"] = Date.now() + SKILL_BACKOFF_MS;
|
|
return { action: "noop" };
|
|
}
|
|
}
|
|
|
|
// v0.2.0 — consult learned lessons. If a high-confidence lesson says
|
|
// "avoid <skillId> in this situation", swap to its preferred
|
|
// alternative (or back off entirely if no safe alternative is named).
|
|
const advice = consultAdvice({ plannedSkillId: skillId, snapshot: ctx.snapshot });
|
|
let dispatchSkillId = skillId;
|
|
if (advice.action === "avoid") {
|
|
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
|
ctx.skillBackoff[skillId] = Date.now() + SKILL_BACKOFF_MS;
|
|
ctx.skillBackoff["__wander_hint__"] = Date.now() + SKILL_BACKOFF_MS;
|
|
return { action: "noop", kind: "curriculum-advice-avoid", label: skillId, lessonId: advice.lessonId };
|
|
}
|
|
if (advice.action === "override" && advice.overrideSkillId) {
|
|
dispatchSkillId = advice.overrideSkillId;
|
|
}
|
|
|
|
ctx.lastCurriculumAt = Date.now();
|
|
const dispatchArgs = (manifestoSkillId && manifestoSkillId === dispatchSkillId)
|
|
? (activeNeed.args ?? {})
|
|
: {};
|
|
ctx.dispatch(() => runSkill(dispatchSkillId, ctx, dispatchArgs), dispatchSkillId, {
|
|
onComplete: (res) => {
|
|
ctx.skillBackoff = ctx.skillBackoff ?? {};
|
|
if (advice.lessonId) reportAdviceOutcome({ lessonId: advice.lessonId, succeeded: !!res?.ok });
|
|
if (appliedRecommendationId) {
|
|
markRecommendationOutcome(appliedRecommendationId, {
|
|
ok: !!res?.ok,
|
|
code: res?.code ?? null,
|
|
});
|
|
}
|
|
if (res?.recovery?.hint === "wander") {
|
|
// Same fix the old autonomous reflex applied for "no reachable
|
|
// log" — switch to exploration for a minute.
|
|
ctx.skillBackoff["__wander_hint__"] = Date.now() + SKILL_BACKOFF_MS;
|
|
consecutiveWanderHints++;
|
|
}
|
|
if (res?.recovery?.hint === "scout-food") {
|
|
ctx.skillBackoff[dispatchSkillId] = Date.now() + SKILL_BACKOFF_MS;
|
|
ctx.skillBackoff["__scout_food_hint__"] = Date.now() + SKILL_BACKOFF_MS;
|
|
}
|
|
if (res?.recovery?.hint === "relocate") {
|
|
ctx.skillBackoff[dispatchSkillId] = Date.now() + SKILL_BACKOFF_MS;
|
|
ctx.skillBackoff["__relocate_hint__"] = Date.now() + SKILL_BACKOFF_MS;
|
|
}
|
|
if (!res?.ok) {
|
|
// missing_tool / missing_material / no_target shouldn't be
|
|
// retried on the very next tick. Hold for SKILL_BACKOFF_MS.
|
|
const cooldownCodes = new Set(["missing_tool", "missing_material", "no_target", "no_food_source", "unsupported_version", "no_chest", "no_space", "nothing_to_deposit"]);
|
|
if (cooldownCodes.has(res?.code)) {
|
|
ctx.skillBackoff[dispatchSkillId] = Date.now() + SKILL_BACKOFF_MS;
|
|
}
|
|
} else {
|
|
// Success clears the wander hint immediately.
|
|
ctx.skillBackoff["__wander_hint__"] = 0;
|
|
consecutiveWanderHints = 0;
|
|
}
|
|
},
|
|
});
|
|
return { action: "dispatched", kind: "curriculum-skill", label: dispatchSkillId, source: skillSource };
|
|
}
|
|
|
|
// ---- idle ------------------------------------------------------------------
|
|
|
|
function idleReflex(ctx) {
|
|
const s = ctx.snapshot;
|
|
if (!s.connected) return { action: "noop" };
|
|
ctx.idleCounter = (ctx.idleCounter ?? 0) + 1;
|
|
if (ctx.idleCounter % 20 !== 0) return { action: "noop" };
|
|
info(
|
|
REFLEX_LOG,
|
|
`idle: hp=${s.health} food=${s.food} pos=${s.position?.x},${s.position?.y},${s.position?.z} time=${s.time}`,
|
|
);
|
|
return { action: "completed", kind: "idle-heartbeat" };
|
|
}
|
|
|
|
const REFLEXES = [
|
|
{ name: "defend", fn: defendReflex },
|
|
{ name: "eat", fn: eatReflex },
|
|
{ name: "sleep", fn: sleepReflex },
|
|
{ name: "curriculum", fn: curriculumReflex },
|
|
{ name: "idle", fn: idleReflex },
|
|
];
|
|
|
|
export function runTick(ctx) {
|
|
// Bot is in the middle of an async action — don't dispatch another.
|
|
if (ctx.busy) {
|
|
return { reflex: "busy", action: "skipped", label: ctx.currentActionLabel ?? "(?)" };
|
|
}
|
|
// Modes (Mindcraft-style priority chain) run BEFORE the legacy reflex
|
|
// chain. Any mode with interrupts:["all"] wins outright; ones that only
|
|
// interrupt the curriculum just steer us toward a particular skill via
|
|
// runSkill. The reflex chain stays as the fallback for things the modes
|
|
// don't cover yet.
|
|
const modeHit = tickModes(ctx);
|
|
if (modeHit?.action?.skillId) {
|
|
const fn = () => runSkill(modeHit.action.skillId, ctx, modeHit.action.args ?? {});
|
|
ctx.lastReflex = { name: `mode:${modeHit.mode}`, label: modeHit.action.skillId, ts: Date.now() };
|
|
ctx.dispatch(fn, modeHit.action.skillId, {});
|
|
return {
|
|
reflex: `mode:${modeHit.mode}`,
|
|
action: "dispatched",
|
|
kind: `mode:${modeHit.mode}`,
|
|
label: modeHit.action.skillId,
|
|
detail: modeHit.detail,
|
|
};
|
|
}
|
|
for (const reflex of REFLEXES) {
|
|
let outcome;
|
|
try {
|
|
outcome = reflex.fn(ctx);
|
|
} catch (e) {
|
|
warn(REFLEX_LOG, `reflex ${reflex.name} threw: ${e?.message ?? e}`);
|
|
continue;
|
|
}
|
|
if (!outcome || outcome.action === "noop") continue;
|
|
ctx.lastReflex = { name: reflex.name, label: outcome.label ?? outcome.kind, ts: Date.now() };
|
|
return { reflex: reflex.name, ...outcome };
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// Exposed for tests.
|
|
export const _internal = { curriculumReflex, defendReflex, eatReflex, sleepReflex };
|