runtime/actions.js — Mineflayer wrappers with hard timeouts and structured
{ok, detail} returns:
- attackNearest: equip best melee, lookAt, single swing per call
- fleeFrom: lazy-load pathfinder, walk N blocks away (canDig=false to
avoid burrowing through walls under panic)
- eatBestFood: scan inventory by FOOD_PRIORITY, equip + consume
- sleepInBed: find nearest placed bed within 16 blocks, path to it, sleep
- goTo: pathfinder.goto for operator come/follow
runtime/reflex.js — bodies now dispatch real actions via ctx.dispatch:
- operator-goal (highest): satisfy come/follow command
- defend: ≤4m attack, ≤12m + low HP/many hostiles flee
- eat: food < 16 + 5s cooldown
- sleep: night + safe + 30s retry cooldown
- idle: heartbeat every 20th tick
Reflex returns "skipped" when ctx.busy so we don't count busy ticks as
either productive or noop in the escalation counter.
runtime/bot.js:
- ctx.dispatch fire-and-forget wrapper with busy gate, onComplete hook
- consecutiveNoops counter; after ESCALATE_AFTER_NOOPS (=20, ~1 min at
tick=3s), askPi with the current snapshot. 10-min cooldown.
- operator chat handler: parses `<botname> <verb>` messages from
OPERATOR_USERNAMES. Verbs: status, pause, resume, stop, come.
- Death drops any pending operator goal.
Smoke-tested live against play.xmatic.team:25565: bot connected, logged
in via AuthMe, reflex chain dispatched flee/sleep, hard timeout fired
when pathfinder couldn't reach the flee target (expected — no usable
ground path in dark_forest at this spawn).
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
168 lines
5.5 KiB
JavaScript
168 lines
5.5 KiB
JavaScript
// Reflex layer: priority-ordered list of pure-script behaviors. Each reflex
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// inspects the latest snapshot and either returns a no-op, dispatches an
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// async action via ctx.dispatch, or completes synchronously.
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//
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// LLM is NOT called here. If every reflex declines, the tick yields and we
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// try again next interval. The bot.js layer tracks consecutive noops and
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// escalates to Pi after a threshold (see ESCALATE_AFTER_NOOPS).
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import { info, warn } from "./log.js";
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import { attackNearest, fleeFrom, eatBestFood, sleepInBed, goTo } from "./actions.js";
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const REFLEX_LOG = "reflex";
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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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// ---- operator goal reflex --------------------------------------------------
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// Highest priority: if the operator gave a "come here" / "follow me" command,
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// satisfy that before anything else (except defending if HP is critical).
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function operatorGoalReflex(ctx) {
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const goal = ctx.operatorGoal;
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if (!goal) return { action: "noop" };
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if (goal.kind === "come") {
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ctx.dispatch(
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() => goTo(ctx.bot, goal.x, goal.y, goal.z, 2),
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`operator-come(${goal.from})`,
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{
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onComplete: (res) => {
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if (res.ok) {
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ctx.bot.chat(`${goal.from}: arrived.`);
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} else {
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ctx.bot.chat(`${goal.from}: couldn't reach you (${res.detail}).`);
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}
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ctx.clearOperatorGoal();
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},
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},
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);
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return { action: "dispatched", kind: "operator-come", label: `come ${goal.x},${goal.y},${goal.z}` };
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}
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return { action: "noop" };
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}
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// ---- defend ----------------------------------------------------------------
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function defendReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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if (!s.closestHostile) return { action: "noop" };
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const dist = s.closestHostile.distance;
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const lowHp = (s.health ?? 20) <= 8;
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// Two regimes:
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// - within 4m: melee attack
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// - 4-12m and either low HP or many hostiles: flee
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if (dist <= 4) {
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ctx.dispatch(
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() => attackNearest(ctx.bot, s.closestHostile.name),
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`attack ${s.closestHostile.name}`,
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);
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return { action: "dispatched", kind: "defend-attack", label: s.closestHostile.name };
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}
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if (dist <= 12 && (lowHp || (s.hostileCount ?? 0) >= 3)) {
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const fromEntity = Object.values(ctx.bot.entities).find(
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(e) => e.name === s.closestHostile.name && e.position && Math.abs(e.position.distanceTo(ctx.bot.entity.position) - dist) < 1.5,
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);
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ctx.dispatch(
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() => fleeFrom(ctx.bot, fromEntity, 16),
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`flee from ${s.closestHostile.name}`,
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);
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return { action: "dispatched", kind: "defend-flee", label: s.closestHostile.name };
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}
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return { action: "noop" };
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}
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// ---- eat -------------------------------------------------------------------
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function eatReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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if (s.food === undefined || s.food >= 16) return { action: "noop" };
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// Don't eat if we just ate (the food bar refresh on the server has a
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// small lag — re-firing within 5s would just fail bot.consume).
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const since = Date.now() - (ctx.lastEatAt ?? 0);
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if (since < 5000) return { action: "noop" };
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ctx.dispatch(
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() => eatBestFood(ctx.bot),
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"eat",
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{
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onComplete: (res) => {
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if (res.ok) ctx.lastEatAt = Date.now();
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},
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},
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);
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return { action: "dispatched", kind: "eat", label: `food=${s.food}` };
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}
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// ---- sleep -----------------------------------------------------------------
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function sleepReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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if (s.isDay) return { action: "noop" };
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if (s.closestHostile && s.closestHostile.distance < 8) return { action: "noop" }; // not safe
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// Cooldown — don't retry sleep more than once per 30s if it failed.
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const since = Date.now() - (ctx.lastSleepAttemptAt ?? 0);
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if (since < 30_000) return { action: "noop" };
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ctx.lastSleepAttemptAt = Date.now();
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ctx.dispatch(
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() => sleepInBed(ctx.bot),
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"sleep",
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{
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onComplete: (res) => {
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if (res.ok) info(REFLEX_LOG, `sleep: success (${JSON.stringify(res.detail)})`);
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else info(REFLEX_LOG, `sleep: declined (${res.detail})`);
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},
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},
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);
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return { action: "dispatched", kind: "sleep", label: "night" };
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}
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// ---- idle ------------------------------------------------------------------
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function idleReflex(ctx) {
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const s = ctx.snapshot;
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if (!s.connected) return { action: "noop" };
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ctx.idleCounter = (ctx.idleCounter ?? 0) + 1;
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if (ctx.idleCounter % 20 !== 0) return { action: "noop" };
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info(
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REFLEX_LOG,
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`idle: hp=${s.health} food=${s.food} pos=${s.position?.x},${s.position?.y},${s.position?.z} time=${s.time}`,
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);
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return { action: "completed", kind: "idle-heartbeat" };
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}
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const REFLEXES = [
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{ name: "operator-goal", fn: operatorGoalReflex },
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{ name: "defend", fn: defendReflex },
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{ name: "eat", fn: eatReflex },
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{ name: "sleep", fn: sleepReflex },
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{ name: "idle", fn: idleReflex },
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];
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export function runTick(ctx) {
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// Bot is in the middle of an async action — don't dispatch another.
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if (ctx.busy) {
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return { reflex: "busy", action: "skipped", label: ctx.currentActionLabel ?? "(?)" };
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}
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for (const reflex of REFLEXES) {
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let outcome;
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try {
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outcome = reflex.fn(ctx);
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} catch (e) {
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warn(REFLEX_LOG, `reflex ${reflex.name} threw: ${e?.message ?? e}`);
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continue;
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}
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if (!outcome || outcome.action === "noop") continue;
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return { reflex: reflex.name, ...outcome };
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}
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return null;
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}
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