The wedge wasn't only in the manifesto layer; several mechanical bugs
kept the bot in a dead random-walk:
- storyline / manifesto / curriculum: "local food" now means an edible
passive mob within <=32 blocks. A distant chicken or a cod no longer
fools the bot into dispatching acquire-food (which then fails on
no_path). Long-range food goes through scout-food instead.
- scout-food: partial approach to a target now counts as progress
(approached_target, e.g. moved:14); a blocked heading is NOT counted
as movement; added blind/tunnel fallback so it doesn't die when the
pathfinder can't route cleanly.
- acquire-food: on no_path it now also tries a blind/tunnel approach to
the animal; no_drop routes back into food scouting instead of giving
up.
- explore.far / relocate / flee: fewer false "done" results (micro-steps
no longer counted as success), more genuine escapes from stuck.
- scripts/show-story.js: live IPC now actually renders the current
storyline step.
Verification: scripts/lint-patch.js clean; npm test 404/404 green; bot
relaunched in tmux `pepa`. Live logs show real progress — bot switched
to survive.scout-food, approached the chicken (approached_target
moved:14), then reached survive.acquire-food: hunting chicken. Food
isn't fully closed yet but the remaining issue is concrete pickup/drop,
not dead random-walk.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>