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>
129 lines
4.1 KiB
JavaScript
129 lines
4.1 KiB
JavaScript
// gather.stone — find a nearby stone/cobble/deepslate block, equip a
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// pickaxe (best available), path to it and mine it. Stone-tier mining
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// needs at least a wooden pickaxe — the preconditions enforce that.
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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import { pickaxes } from "./groups.js";
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import { info, warn } from "../log.js";
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const STONE_NAMES = ["stone", "cobblestone", "deepslate", "cobbled_deepslate", "andesite", "diorite", "granite"];
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let pluginLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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pluginLoaded.add(bot);
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}
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function setMovementsForGather(bot) {
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const m = new Movements(bot);
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m.canDig = true;
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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const PICKAXE_PRIORITY = ["netherite_pickaxe", "diamond_pickaxe", "iron_pickaxe", "stone_pickaxe", "wooden_pickaxe"];
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async function equipBestPickaxe(bot) {
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for (const name of PICKAXE_PRIORITY) {
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const item = bot.inventory.items().find((i) => i.name === name);
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if (item) {
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try {
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await bot.equip(item, "hand");
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return name;
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} catch {}
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}
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}
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return null;
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}
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function withTimeout(promise, ms, label) {
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let timer;
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const timeout = new Promise((_, reject) => {
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timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
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});
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return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
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}
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const stoneBlacklist = new WeakMap();
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const BLACKLIST_TTL_MS = 5 * 60_000;
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function getBlacklist(bot) {
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let m = stoneBlacklist.get(bot);
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if (!m) {
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m = new Map();
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stoneBlacklist.set(bot, m);
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}
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const now = Date.now();
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for (const [k, exp] of m) if (exp < now) m.delete(k);
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return m;
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}
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export const skill = Object.freeze({
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id: "gather.stone",
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title: "Gather cobblestone",
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timeoutMs: 90_000,
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preconditions(ctx) {
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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const available = pickaxes(ctx.bot);
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if (available.size === 0) {
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return { ok: false, code: "unsupported_version", detail: "no pickaxes in registry" };
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}
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const owned = ctx.bot.inventory.items().some((i) => available.has(i.name));
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if (!owned) {
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return { ok: false, code: "missing_tool", detail: "no pickaxe in inventory" };
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}
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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const blacklist = getBlacklist(bot);
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const target = bot.findBlock({
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matching: (b) => {
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if (!b || !b.position || !STONE_NAMES.includes(b.name)) return false;
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const key = `${b.position.x},${b.position.y},${b.position.z}`;
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return !blacklist.has(key);
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},
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maxDistance: 32,
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});
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if (!target) {
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return { ok: false, code: "no_target", detail: "no reachable stone within 32 blocks", worldDelta: null };
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}
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ensurePathfinder(bot);
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setMovementsForGather(bot);
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const pickaxe = await equipBestPickaxe(bot);
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info("action", `gather.stone: ${target.name} at ${target.position.x},${target.position.y},${target.position.z} (tool=${pickaxe ?? "fists"})`);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalGetToBlock(target.position.x, target.position.y, target.position.z)),
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45_000,
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"pathToStone",
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);
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await withTimeout(bot.dig(target), 30_000, "digStone");
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await new Promise((r) => setTimeout(r, 1200));
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return {
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ok: true,
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code: "done",
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detail: { blockType: target.name, at: target.position },
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worldDelta: { minedAt: target.position, blockType: target.name },
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};
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} catch (e) {
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warn("action", `gather.stone failed: ${e.message}`);
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const key = `${target.position.x},${target.position.y},${target.position.z}`;
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blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
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const msg = String(e?.message ?? "");
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const code = msg.includes("timed out") ? "timeout" : "failed";
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return { ok: false, code, detail: e.message, worldDelta: null };
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}
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},
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validate(ctx, result) {
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return result.ok && !!result.worldDelta?.blockType;
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},
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recover(ctx, result) {
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if (result.code === "no_target") return { hint: "wander", reason: "no stone within 32 blocks" };
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return null;
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},
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});
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