Files
pepa-pi-bot/runtime/skills/gather-stone.js
T
mayatnikovandClaude Opus 4.7 29542f0559 fix(runtime): unstick scheduler + chop + sleep + bed/shelter/farm skills
Recovers the bot from the live-server symptoms reported 2026-05-26:
1) constant supervisor reconnects, 2) chop "clicks once and stops",
3) sleep does nothing without a bed and so blocks night-skipping for
other players, 4) curriculum reflex always fell through to wander.

Supervisor (#38):
- runtime/watch-filter.js: pure predicate excluding *.test.js + the
  supervisor itself; recursive:true so skills/ + social/ edits also
  restart. Burned a working main once when test files counted toward
  the rollback threshold.
- runtime/supervisor.js: watch-triggered restarts no longer count
  toward the crash-loop rollback path. Watcher is now recursive.

Chop / mine (#39):
- runtime/actions.js + runtime/skills/gather-stone.js: replaced raw
  pathfinder.goto + bot.dig with mineflayer-collectblock's
  bot.collectBlock.collect — handles approach, repositioning, LoS,
  dig and pickup as one primitive. Old version "swung once" because
  GoalGetToBlock often parked the bot in leaves above the log.

Sleep + bed (#40):
- runtime/actions.js: sleepInBed now ALSO places a carried bed on
  solid ground next to the bot and sleeps on it. Critical so the bot
  stops blocking player night-skipping the moment it owns a bed.

Bed pipeline (#41):
- runtime/skills/gather-wool.js: gather.wool skill — mines wool block
  if any nearby, otherwise shears or attacks the nearest sheep.
- runtime/skills/craft.js: craftBedSkill (any colour the bot has ≥3
  wool of, plus 3 planks, plus a table).
- runtime/curriculum.js: new milestone survive.bed sits between
  wood.tools and stone.32 so the bot gets a bed BEFORE everything else.
  Test fixture updated to include a red_bed in post-survive.bed stages.

Village / shelter / wheat (#42, #43):
- runtime/skills/build-shelter.js: village.build-shelter — real 3×3×3
  resumable hut blueprint around the recorded base, places one block
  per loop, idempotent so an interrupted build resumes correctly,
  marks each placed block in the owned-blocks ledger.
- runtime/skills/deposit-surplus.js: village.deposit-surplus opens
  the nearest chest and transfers surplus stacks while keeping a
  reserve of tools/food/bed.
- runtime/skills/farm-wheat.js: farm.wheat does one step per call
  (till adjacent-to-water grass, plant seeds, or harvest ripe wheat).
- runtime/curriculum.js: village.shelter milestone after base-site.

Scheduler glitch (root of "always wander"):
- runtime/bot.js: curriculum + locations are now computed BEFORE
  runTick. Previously they were stamped AFTER, so reflex.js saw
  snapshot.curriculum=undefined every tick and fell through to the
  wander fallback. Verified live: scheduler now dispatches
  gather.logs/gather.stone/craft.* by id via runSkill.

Eat-spam:
- runtime/reflex.js: eatReflex now checks inventory for actual food
  and updates lastEatAt on EVERY dispatch (not only successes), so a
  failed eat respects the 5 s cooldown instead of firing every tick.

npm test 123/123. Validated live on play.xmatic.team (curriculum
dispatched gather.logs via runSkill, recover hint switched to wander
when no log in range).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 11:12:21 +03:00

137 lines
4.3 KiB
JavaScript

// gather.stone — find a nearby stone/cobble/deepslate block, equip a
// pickaxe (best available), path to it and mine it. Stone-tier mining
// needs at least a wooden pickaxe — the preconditions enforce that.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import collectBlockPkg from "mineflayer-collectblock";
const collectBlockPlugin =
collectBlockPkg.plugin ??
collectBlockPkg.default?.plugin ??
collectBlockPkg.default ??
collectBlockPkg;
import { pickaxes } from "./groups.js";
import { info, warn } from "../log.js";
const STONE_NAMES = ["stone", "cobblestone", "deepslate", "cobbled_deepslate", "andesite", "diorite", "granite"];
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
let collectBlockLoaded = new WeakSet();
function ensureCollectBlock(bot) {
ensurePathfinder(bot);
if (collectBlockLoaded.has(bot)) return;
bot.loadPlugin(collectBlockPlugin);
collectBlockLoaded.add(bot);
}
function setMovementsForGather(bot) {
const m = new Movements(bot);
m.canDig = true;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
const PICKAXE_PRIORITY = ["netherite_pickaxe", "diamond_pickaxe", "iron_pickaxe", "stone_pickaxe", "wooden_pickaxe"];
async function equipBestPickaxe(bot) {
for (const name of PICKAXE_PRIORITY) {
const item = bot.inventory.items().find((i) => i.name === name);
if (item) {
try {
await bot.equip(item, "hand");
return name;
} catch {}
}
}
return null;
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
const stoneBlacklist = new WeakMap();
const BLACKLIST_TTL_MS = 5 * 60_000;
function getBlacklist(bot) {
let m = stoneBlacklist.get(bot);
if (!m) {
m = new Map();
stoneBlacklist.set(bot, m);
}
const now = Date.now();
for (const [k, exp] of m) if (exp < now) m.delete(k);
return m;
}
export const skill = Object.freeze({
id: "gather.stone",
title: "Gather cobblestone",
timeoutMs: 90_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
const available = pickaxes(ctx.bot);
if (available.size === 0) {
return { ok: false, code: "unsupported_version", detail: "no pickaxes in registry" };
}
const owned = ctx.bot.inventory.items().some((i) => available.has(i.name));
if (!owned) {
return { ok: false, code: "missing_tool", detail: "no pickaxe in inventory" };
}
return { ok: true };
},
async execute(ctx) {
const bot = ctx.bot;
const blacklist = getBlacklist(bot);
const target = bot.findBlock({
matching: (b) => {
if (!b || !b.position || !STONE_NAMES.includes(b.name)) return false;
const key = `${b.position.x},${b.position.y},${b.position.z}`;
return !blacklist.has(key);
},
maxDistance: 32,
});
if (!target) {
return { ok: false, code: "no_target", detail: "no reachable stone within 32 blocks", worldDelta: null };
}
ensureCollectBlock(bot);
setMovementsForGather(bot);
const pickaxe = await equipBestPickaxe(bot);
info("action", `gather.stone: ${target.name} at ${target.position.x},${target.position.y},${target.position.z} (tool=${pickaxe ?? "fists"})`);
try {
await withTimeout(bot.collectBlock.collect(target), 60_000, "collectStone");
return {
ok: true,
code: "done",
detail: { blockType: target.name, at: target.position },
worldDelta: { minedAt: target.position, blockType: target.name },
};
} catch (e) {
warn("action", `gather.stone failed: ${e.message}`);
const key = `${target.position.x},${target.position.y},${target.position.z}`;
blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
const msg = String(e?.message ?? "");
const code = msg.includes("timed out") ? "timeout" : "failed";
return { ok: false, code, detail: e.message, worldDelta: null };
}
},
validate(ctx, result) {
return result.ok && !!result.worldDelta?.blockType;
},
recover(ctx, result) {
if (result.code === "no_target") return { hint: "wander", reason: "no stone within 32 blocks" };
return null;
},
});