Phase 3 of plans/autonomous-survival-bot-prd.md. Gives the bot a
deterministic path from empty inventory through stone-tier tools and
basic storage, without an LLM call per tick.
New:
- runtime/curriculum.js: ordered milestone chooser
(wood.16 → wood.planks-and-sticks → wood.tools → stone.32 →
stone.tools → food.basic → storage.chest → shelter.torch). Each
milestone exposes isDone(inventory, snapshot) and suggest() returning
a { skillId } plan the scheduler can dispatch via runSkill. isDone
uses "stage reached" escapes so progress is monotonic — crafting
planks doesn't bounce the chooser back to "gather 16 logs".
- runtime/skills/gather-stone.js: gather.stone with pickaxe-required
precondition, blacklist on failed paths, registry-aware matching
(stone / cobblestone / deepslate / cobbled_deepslate / andesite /
diorite / granite).
- runtime/skills/craft.js: factory + concrete skills for craft.planks,
craft.sticks, craft.wooden-axe/-pickaxe/-sword, craft.stone-axe/
-pickaxe/-sword, craft.furnace, craft.chest, craft.torch (torch
requires coal or charcoal preflight).
Tests:
- runtime/curriculum.test.js: 14 tests covering chooser ordering,
per-milestone skill suggestion, inventoryFull threshold, monotonic
advancement across stage transitions.
- npm test now runs the full suite: 28/28 passing.
Wiring:
- runtime/bot.js: lastSnapshot.curriculum carries the next milestone
+ suggested skill on every tick; lastSnapshot.currentMilestone
prefers the curriculum title over the planner.md line.
- tui/tui.tsx: milestone line shows the curriculum's suggested skill
and an [inventory full] flag when isInventoryFull fires.
Reflex.js still calls actions.js directly; wiring the scheduler to
runSkill(plan.skillId, …) lands in Phase 4.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
166 lines
5.7 KiB
JavaScript
166 lines
5.7 KiB
JavaScript
// Deterministic early-game survival curriculum. Mirrors PRD §6 FR4:
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// the bot should be able to progress from empty inventory to wooden tools,
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// to a stone tier + furnace + chest, without an LLM call per tick.
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//
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// Each milestone exposes:
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// id - stable string, used for diary/snapshot
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// title - human label, used by TUI
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// isDone - (inventoryCounts, snapshot) => boolean
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// suggest - (inventoryCounts, snapshot) => skill plan
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// where a plan is { skillId, args? } or null if the
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// milestone requires a precondition the scheduler must
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// set up via an earlier milestone.
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//
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// The chooser walks milestones in order and returns the first one whose
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// `isDone` returns false. That milestone is "current". Its `suggest()`
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// tells the scheduler what skill to dispatch right now.
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//
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// The curriculum is pure: it never touches the bot, the world or the
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// state-store. The scheduler is responsible for dispatch, retries and
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// no-progress handling.
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const INVENTORY_FULL_DISTINCT_STACKS = 32;
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function totalLogs(inv) {
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return Object.entries(inv ?? {})
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.filter(([k]) => k.endsWith("_log") || k.endsWith("_stem"))
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.reduce((sum, [, n]) => sum + n, 0);
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}
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function totalPlanks(inv) {
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return Object.entries(inv ?? {})
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.filter(([k]) => k.endsWith("_planks"))
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.reduce((sum, [, n]) => sum + n, 0);
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}
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function totalCobble(inv) {
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return (inv?.cobblestone ?? 0) + (inv?.cobbled_deepslate ?? 0);
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}
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function has(inv, name, n = 1) {
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return (inv?.[name] ?? 0) >= n;
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}
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function hasAny(inv, names) {
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return names.some((n) => (inv?.[n] ?? 0) > 0);
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}
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const WOODEN_TOOLS = ["wooden_axe", "wooden_pickaxe", "wooden_sword"];
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const STONE_TOOLS = ["stone_axe", "stone_pickaxe", "stone_sword"];
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// A "stage reached" predicate: once the bot has wooden tools, wood.16 is
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// implicitly considered done even if the log stack is now empty (the bot
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// burned through them to craft planks/sticks/tools). Without this, the
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// curriculum oscillates: chop → craft → "oh, I have no logs again, go
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// chop". Each milestone keeps its raw-resource predicate AND an
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// "advanced past this tier" escape so the chooser monotonically advances.
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function hasWoodenTier(inv) {
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return WOODEN_TOOLS.some((n) => has(inv, n));
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}
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function hasStoneTier(inv) {
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return STONE_TOOLS.some((n) => has(inv, n));
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}
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const MILESTONES = [
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{
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id: "wood.16",
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title: "Gather 16 logs",
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isDone: (inv) => totalLogs(inv) >= 16 || hasWoodenTier(inv),
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suggest: () => ({ skillId: "gather.logs" }),
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},
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{
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id: "wood.planks-and-sticks",
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title: "Craft 4 planks and 4 sticks",
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isDone: (inv) =>
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(totalPlanks(inv) >= 4 && has(inv, "stick", 4)) || hasWoodenTier(inv),
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suggest: (inv) => {
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if (totalPlanks(inv) < 4) return { skillId: "craft.planks" };
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return { skillId: "craft.sticks" };
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},
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},
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{
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id: "wood.tools",
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title: "Craft wooden axe, pickaxe, sword",
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isDone: (inv) => WOODEN_TOOLS.every((n) => has(inv, n)) || hasStoneTier(inv),
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suggest: (inv) => {
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if (!has(inv, "wooden_axe")) return { skillId: "craft.wooden-axe" };
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if (!has(inv, "wooden_pickaxe")) return { skillId: "craft.wooden-pickaxe" };
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if (!has(inv, "wooden_sword")) return { skillId: "craft.wooden-sword" };
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return null;
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},
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},
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{
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id: "stone.32",
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title: "Gather 32 cobblestone",
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isDone: (inv) => totalCobble(inv) >= 32 || hasStoneTier(inv),
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suggest: () => ({ skillId: "gather.stone" }),
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},
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{
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id: "stone.tools",
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title: "Craft stone axe, pickaxe, sword and a furnace",
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isDone: (inv) => STONE_TOOLS.every((n) => has(inv, n)) && has(inv, "furnace"),
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suggest: (inv) => {
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if (!has(inv, "stone_axe")) return { skillId: "craft.stone-axe" };
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if (!has(inv, "stone_pickaxe")) return { skillId: "craft.stone-pickaxe" };
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if (!has(inv, "stone_sword")) return { skillId: "craft.stone-sword" };
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if (!has(inv, "furnace")) return { skillId: "craft.furnace" };
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return null;
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},
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},
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{
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id: "food.basic",
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title: "Secure a basic food source",
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isDone: (inv, snap) => {
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const carrying = ["bread", "cooked_beef", "cooked_chicken", "cooked_porkchop", "apple", "carrot", "potato", "baked_potato"].some(
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(n) => has(inv, n),
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);
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return carrying || (snap?.food ?? 20) >= 18;
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},
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suggest: () => ({ skillId: "survive.eat" }), // best-effort; richer "find food" skill lands later
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},
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{
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id: "storage.chest",
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title: "Place a personal chest",
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isDone: (inv) => has(inv, "chest"),
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suggest: () => ({ skillId: "craft.chest" }),
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},
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{
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id: "shelter.torch",
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title: "Have torches on hand for the perimeter",
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isDone: (inv) => has(inv, "torch", 4),
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suggest: () => ({ skillId: "craft.torch" }),
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},
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];
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export function isInventoryFull(snapshot) {
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const distinct = Object.keys(snapshot?.inventory ?? {}).length;
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return distinct >= INVENTORY_FULL_DISTINCT_STACKS;
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}
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// Walk the curriculum and return the first uncompleted milestone, plus
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// the suggested skill for it. If the inventory is full, the scheduler may
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// choose to insert a deposit/drop step before continuing; we mark that
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// in the result rather than skipping the milestone so the TUI can show
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// the right blocker.
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export function nextMilestone(snapshot) {
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const inv = snapshot?.inventory ?? {};
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for (const m of MILESTONES) {
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if (m.isDone(inv, snapshot)) continue;
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const plan = m.suggest(inv, snapshot);
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return {
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milestone: { id: m.id, title: m.title },
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plan,
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inventoryFull: isInventoryFull(snapshot),
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};
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}
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return null; // every milestone done — bot has reached the end of the
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// deterministic curriculum and base/village logic takes over (Phase 4).
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}
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export function listMilestones() {
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return MILESTONES.map((m) => ({ id: m.id, title: m.title }));
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}
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// Exposed for tests.
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export const _internal = { totalLogs, totalPlanks, totalCobble, has, hasAny, MILESTONES };
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