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

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

npm test 124/124.

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

55 lines
1.7 KiB
JavaScript

// gather.logs — find the nearest log block matching the server's log
// registry, path to it, mine it. Wraps the existing actions.js primitive
// while exposing the survival-skill contract (preconditions, timeout,
// structured worldDelta, recovery hint).
import { chopNearestTree } from "../actions.js";
import { logs as logBlocks } from "./groups.js";
export const skill = Object.freeze({
id: "gather.logs",
title: "Gather logs",
timeoutMs: 60_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
const known = logBlocks(ctx.bot);
if (known.size === 0) {
return { ok: false, code: "unsupported_version", detail: "no log blocks in registry" };
}
return { ok: true };
},
async execute(ctx) {
const res = await chopNearestTree(ctx.bot);
if (res.ok) {
return {
ok: true,
code: "done",
detail: res.detail,
worldDelta: {
choppedAt: res.detail?.at ?? null,
logType: res.detail?.logType ?? null,
},
};
}
const msg = String(res.detail ?? "");
const code = (msg.includes("no reachable log") || msg.includes("no log within"))
? "no_target"
: msg.includes("timed out")
? "timeout"
: "failed";
return { ok: false, code, detail: res.detail, worldDelta: null };
},
validate(ctx, result) {
return result.ok && !!result.worldDelta?.logType;
},
recover(ctx, result) {
// Tell the caller: if there was no reachable log, switching to wander
// for ~60 s is the right next move — same heuristic the autonomous
// reflex already uses.
if (result.code === "no_target") {
return { hint: "wander", reason: "no log within 32 blocks" };
}
return null;
},
});