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>
220 lines
6.7 KiB
JavaScript
220 lines
6.7 KiB
JavaScript
// Skill substrate. A skill is a small, self-contained, composable unit of
|
|
// survival behaviour that the scheduler (today: reflex.js) can call with a
|
|
// uniform contract. The contract — required by every skill in this folder:
|
|
//
|
|
// {
|
|
// id: "namespace.action", // stable, machine-readable, e.g. "gather.logs"
|
|
// title: "Human label",
|
|
// timeoutMs: 45_000, // hard ceiling on execute()
|
|
// preconditions(ctx) -> { ok, code?, detail? }
|
|
// async execute(ctx, args) -> { ok, code, detail, worldDelta }
|
|
// validate?(ctx, result) -> boolean // optional gate after execute
|
|
// recover?(ctx, result) -> any | null // optional follow-up hint
|
|
// }
|
|
//
|
|
// The runSkill() wrapper enforces the timeout, normalises the result shape
|
|
// (so any caller can rely on the five required fields), runs validate(), and
|
|
// calls recover() on failure for the scheduler to consume.
|
|
//
|
|
// Skills are pure with respect to the runtime — they never read or write
|
|
// state-store directly; their `worldDelta` is the only way they communicate
|
|
// observed changes back to the scheduler, which then decides what to log.
|
|
|
|
import { info, warn } from "../log.js";
|
|
|
|
import { skill as chopLogs } from "./chop-logs.js";
|
|
import { skill as eat } from "./eat.js";
|
|
import { skill as wander } from "./wander.js";
|
|
import { skill as exploreFar } from "./explore-far.js";
|
|
import { skill as gatherStone } from "./gather-stone.js";
|
|
import { skill as gatherWool } from "./gather-wool.js";
|
|
import { skill as chooseBase } from "./choose-base.js";
|
|
import { skill as buildShelter } from "./build-shelter.js";
|
|
import { skill as depositSurplus } from "./deposit-surplus.js";
|
|
import { skill as farmWheat } from "./farm-wheat.js";
|
|
import {
|
|
craftPlanksSkill,
|
|
craftSticksSkill,
|
|
craftWoodenAxeSkill,
|
|
craftWoodenPickaxeSkill,
|
|
craftWoodenSwordSkill,
|
|
craftStoneAxeSkill,
|
|
craftStonePickaxeSkill,
|
|
craftStoneSwordSkill,
|
|
craftFurnaceSkill,
|
|
craftChestSkill,
|
|
craftTorchSkill,
|
|
craftBedSkill,
|
|
} from "./craft.js";
|
|
|
|
const SKILLS = new Map();
|
|
|
|
function register(skill) {
|
|
if (!skill || typeof skill !== "object") throw new Error("skill: not an object");
|
|
if (!skill.id || typeof skill.id !== "string") throw new Error("skill: missing id");
|
|
if (typeof skill.execute !== "function") throw new Error(`skill ${skill.id}: missing execute`);
|
|
if (typeof skill.preconditions !== "function") throw new Error(`skill ${skill.id}: missing preconditions`);
|
|
if (SKILLS.has(skill.id)) throw new Error(`skill ${skill.id}: already registered`);
|
|
SKILLS.set(skill.id, skill);
|
|
}
|
|
|
|
register(chopLogs);
|
|
register(eat);
|
|
register(wander);
|
|
register(exploreFar);
|
|
register(gatherStone);
|
|
register(gatherWool);
|
|
register(chooseBase);
|
|
register(buildShelter);
|
|
register(depositSurplus);
|
|
register(farmWheat);
|
|
register(craftPlanksSkill);
|
|
register(craftSticksSkill);
|
|
register(craftWoodenAxeSkill);
|
|
register(craftWoodenPickaxeSkill);
|
|
register(craftWoodenSwordSkill);
|
|
register(craftStoneAxeSkill);
|
|
register(craftStonePickaxeSkill);
|
|
register(craftStoneSwordSkill);
|
|
register(craftFurnaceSkill);
|
|
register(craftChestSkill);
|
|
register(craftTorchSkill);
|
|
register(craftBedSkill);
|
|
|
|
export function listSkills() {
|
|
return Array.from(SKILLS.values()).map((s) => ({
|
|
id: s.id,
|
|
title: s.title ?? s.id,
|
|
timeoutMs: s.timeoutMs ?? 30_000,
|
|
}));
|
|
}
|
|
|
|
export function getSkill(id) {
|
|
return SKILLS.get(id) ?? null;
|
|
}
|
|
|
|
// Stable failure codes the wrapper itself can emit. Skills may emit any
|
|
// additional codes — but these are the ones runSkill produces.
|
|
export const RUNNER_CODES = Object.freeze({
|
|
UNKNOWN_SKILL: "unknown_skill",
|
|
PRECONDITION_FAILED: "precondition_failed",
|
|
TIMEOUT: "timeout",
|
|
THREW: "threw",
|
|
VALIDATION_FAILED: "validation_failed",
|
|
DONE: "done",
|
|
});
|
|
|
|
function normaliseResult(res, fallbackCode) {
|
|
const ok = !!res?.ok;
|
|
return {
|
|
ok,
|
|
code: res?.code ?? (ok ? RUNNER_CODES.DONE : fallbackCode ?? "failed"),
|
|
detail: res?.detail ?? null,
|
|
worldDelta: res?.worldDelta ?? null,
|
|
};
|
|
}
|
|
|
|
function withTimeout(promise, ms, label) {
|
|
let timer;
|
|
const timeout = new Promise((_, reject) => {
|
|
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms}ms`)), ms);
|
|
});
|
|
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
|
|
}
|
|
|
|
// Drive one skill through its full lifecycle. The caller (typically reflex.js
|
|
// or, eventually, a higher-level scheduler) decides when to invoke; runSkill
|
|
// only owns the contract enforcement.
|
|
export async function runSkill(id, ctx, args = {}) {
|
|
const skill = SKILLS.get(id);
|
|
if (!skill) {
|
|
warn("skill", `unknown skill ${id}`);
|
|
return { ok: false, code: RUNNER_CODES.UNKNOWN_SKILL, detail: id, worldDelta: null };
|
|
}
|
|
|
|
let pre;
|
|
try {
|
|
pre = skill.preconditions(ctx, args) ?? { ok: true };
|
|
} catch (e) {
|
|
return {
|
|
ok: false,
|
|
code: RUNNER_CODES.PRECONDITION_FAILED,
|
|
detail: `preconditions threw: ${e.message}`,
|
|
worldDelta: null,
|
|
};
|
|
}
|
|
if (!pre.ok) {
|
|
return {
|
|
ok: false,
|
|
code: pre.code ?? RUNNER_CODES.PRECONDITION_FAILED,
|
|
detail: pre.detail ?? "preconditions failed",
|
|
worldDelta: null,
|
|
};
|
|
}
|
|
|
|
const timeoutMs = skill.timeoutMs ?? 30_000;
|
|
let raw;
|
|
try {
|
|
raw = await withTimeout(skill.execute(ctx, args), timeoutMs, `skill(${id})`);
|
|
} catch (e) {
|
|
const isTimeout = /timed out after/.test(e.message);
|
|
const result = {
|
|
ok: false,
|
|
code: isTimeout ? RUNNER_CODES.TIMEOUT : RUNNER_CODES.THREW,
|
|
detail: e.message,
|
|
worldDelta: null,
|
|
};
|
|
if (typeof skill.recover === "function") {
|
|
try {
|
|
result.recovery = skill.recover(ctx, result) ?? null;
|
|
} catch (recoverErr) {
|
|
warn("skill", `${id}.recover threw: ${recoverErr.message}`);
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
const result = normaliseResult(raw);
|
|
if (result.ok && typeof skill.validate === "function") {
|
|
let valid;
|
|
try {
|
|
valid = skill.validate(ctx, result);
|
|
} catch (e) {
|
|
warn("skill", `${id}.validate threw: ${e.message}`);
|
|
valid = false;
|
|
}
|
|
if (!valid) {
|
|
const failed = {
|
|
ok: false,
|
|
code: RUNNER_CODES.VALIDATION_FAILED,
|
|
detail: result.detail,
|
|
worldDelta: result.worldDelta,
|
|
};
|
|
if (typeof skill.recover === "function") {
|
|
try {
|
|
failed.recovery = skill.recover(ctx, failed) ?? null;
|
|
} catch (e) {
|
|
warn("skill", `${id}.recover threw: ${e.message}`);
|
|
}
|
|
}
|
|
return failed;
|
|
}
|
|
}
|
|
if (!result.ok && typeof skill.recover === "function") {
|
|
try {
|
|
result.recovery = skill.recover(ctx, result) ?? null;
|
|
} catch (e) {
|
|
warn("skill", `${id}.recover threw: ${e.message}`);
|
|
}
|
|
}
|
|
info("skill", `${id} → ${result.code}${result.detail ? ` (${JSON.stringify(result.detail).slice(0, 80)})` : ""}`);
|
|
return result;
|
|
}
|
|
|
|
// For tests: lets a unit test register a synthetic skill without touching
|
|
// the production registry. Returns a teardown function.
|
|
export function _registerForTest(skill) {
|
|
register(skill);
|
|
return () => SKILLS.delete(skill.id);
|
|
}
|