Files
pepa-pi-bot/runtime/curriculum.test.js
T
mayatnikovandClaude Opus 4.7 1cf60f81e9 fix(v0.3.1): mechanical food/stuck fixes — bot reaches the chicken now
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>
2026-05-28 09:20:07 +03:00

209 lines
7.2 KiB
JavaScript

// Tests for runtime/curriculum.js. The chooser is pure, so we just feed
// snapshots and assert which milestone + skill comes back.
import { test } from "node:test";
import assert from "node:assert/strict";
import { nextMilestone, isInventoryFull, listMilestones } from "./curriculum.js";
function snap(inventory, extras = {}) {
return { connected: true, inventory, ...extras };
}
// A baseline of "everything before this stage is already done". Callers pass
// the extra items needed to exercise the milestone under test, so individual
// tests stay tiny and focused.
function snapAfter(stage, addInventory = {}, extras = {}) {
const baseline = {};
const layers = {
"wood.16": { oak_log: 16 },
"wood.planks-and-sticks": { oak_log: 16, oak_planks: 4, stick: 4 },
"wood.tools": {
oak_log: 16, oak_planks: 6, stick: 6,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
},
// New: survive.bed sits between wood.tools and stone.32, so every
// later-stage baseline carries a red_bed in inventory to mark the
// bed milestone as done.
"survive.bed": {
oak_log: 16, oak_planks: 6, stick: 6,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
red_bed: 1,
},
"stone.32": {
oak_log: 16, oak_planks: 6, stick: 6,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
red_bed: 1,
cobblestone: 32,
},
"stone.tools": {
oak_log: 16, oak_planks: 6, stick: 8,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
red_bed: 1,
cobblestone: 8,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
},
"food.basic": {
oak_log: 16, oak_planks: 6, stick: 8,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
red_bed: 1,
cobblestone: 8,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
bread: 4,
},
"storage.chest": {
oak_log: 16, oak_planks: 6, stick: 8,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
red_bed: 1,
cobblestone: 8,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
bread: 4, chest: 1,
},
};
Object.assign(baseline, layers[stage] ?? {}, addInventory);
return snap(baseline, extras);
}
test("empty inventory → first milestone is wood.16, suggests gather.logs", () => {
const got = nextMilestone(snap({}));
assert.equal(got.milestone.id, "wood.16");
assert.equal(got.plan.skillId, "gather.logs");
assert.equal(got.inventoryFull, false);
});
test("with 16 logs but no planks → wood.planks-and-sticks, craft.planks first", () => {
const got = nextMilestone(snap({ oak_log: 16 }));
assert.equal(got.milestone.id, "wood.planks-and-sticks");
assert.equal(got.plan.skillId, "craft.planks");
});
test("planks present but no sticks → craft.sticks", () => {
const got = nextMilestone(snapAfter("wood.16", { oak_planks: 4 }));
assert.equal(got.milestone.id, "wood.planks-and-sticks");
assert.equal(got.plan.skillId, "craft.sticks");
});
test("planks+sticks but no wooden tools → wood.tools, axe first", () => {
const got = nextMilestone(snapAfter("wood.planks-and-sticks"));
assert.equal(got.milestone.id, "wood.tools");
assert.equal(got.plan.skillId, "craft.wooden-axe");
});
test("wooden axe present, pickaxe missing → craft.wooden-pickaxe", () => {
const got = nextMilestone(snapAfter("wood.planks-and-sticks", { wooden_axe: 1 }));
assert.equal(got.milestone.id, "wood.tools");
assert.equal(got.plan.skillId, "craft.wooden-pickaxe");
});
// After wood tools the curriculum first asks for a bed (survive.bed,
// new 2026-05-26) — we need a bed before stone-tier so the bot can
// sleep through the night and stop blocking other players.
test("wooden tools done, no bed → survive.bed, suggests gather.wool", () => {
const got = nextMilestone(snapAfter("wood.tools"));
assert.equal(got.milestone.id, "survive.bed");
assert.equal(got.plan.skillId, "gather.wool");
});
test("wool ready but no bed → survive.bed, suggests craft.bed", () => {
const got = nextMilestone(snapAfter("wood.tools", { red_wool: 3 }));
assert.equal(got.milestone.id, "survive.bed");
assert.equal(got.plan.skillId, "craft.bed");
});
test("bed acquired → curriculum advances to stone.32", () => {
const got = nextMilestone(snapAfter("survive.bed"));
assert.equal(got.milestone.id, "stone.32");
assert.equal(got.plan.skillId, "gather.stone");
});
test("32 cobble + wooden tools → stone.tools, stone_axe first", () => {
const got = nextMilestone(snapAfter("stone.32"));
assert.equal(got.milestone.id, "stone.tools");
assert.equal(got.plan.skillId, "craft.stone-axe");
});
test("stone tools present but no furnace → craft.furnace", () => {
const got = nextMilestone(snapAfter("stone.32", {
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1,
cobblestone: 8, // need leftover for furnace
}));
assert.equal(got.milestone.id, "stone.tools");
assert.equal(got.plan.skillId, "craft.furnace");
});
test("food.basic satisfied by carrying bread", () => {
const got = nextMilestone(snapAfter("food.basic"));
assert.equal(got.milestone.id, "storage.chest");
});
test("food.basic satisfied by high food bar even without food item", () => {
const got = nextMilestone(snapAfter("stone.tools", {}, { food: 20 }));
assert.equal(got.milestone.id, "storage.chest");
});
test("all done → null", () => {
const inv = {
oak_log: 16, oak_planks: 8, stick: 8,
wooden_axe: 1, wooden_pickaxe: 1, wooden_sword: 1,
red_bed: 1,
cobblestone: 32,
stone_axe: 1, stone_pickaxe: 1, stone_sword: 1, furnace: 1,
bread: 4, chest: 1, torch: 8,
};
assert.equal(
nextMilestone(snap(inv, {
food: 20,
locations: {
chest: { x: 1, y: 64, z: 0 },
base: { x: 0, y: 64, z: 0 },
shelter: { x: 0, y: 64, z: 0 },
},
})),
null,
);
});
test("isInventoryFull threshold = 32 distinct stacks", () => {
const inv = {};
for (let i = 0; i < 31; i++) inv[`stack_${i}`] = 1;
assert.equal(isInventoryFull(snap(inv)), false);
inv.stack_31 = 1;
assert.equal(isInventoryFull(snap(inv)), true);
});
test("inventoryFull flag is returned alongside milestone, not as override", () => {
const inv = {};
for (let i = 0; i < 40; i++) inv[`stack_${i}`] = 1;
const got = nextMilestone(snap(inv));
// First milestone (wood.16) still fires; scheduler can use inventoryFull to
// insert a deposit step.
assert.equal(got.milestone.id, "wood.16");
assert.equal(got.inventoryFull, true);
});
test("listMilestones exposes ordered ids for diary/TUI", () => {
const ms = listMilestones();
assert.equal(ms[0].id, "wood.16");
assert.equal(ms[ms.length - 1].id, "village.shelter");
for (const m of ms) {
assert.equal(typeof m.id, "string");
assert.equal(typeof m.title, "string");
}
});
test("food.basic with no carried food or visible target suggests scout-food", () => {
const got = nextMilestone(snapAfter("stone.tools", {}, { food: 8 }));
assert.equal(got.milestone.id, "food.basic");
assert.equal(got.plan.skillId, "survive.scout-food");
});
test("storage.chest crafts first, then places carried chest", () => {
const needCraft = nextMilestone(snapAfter("food.basic", { chest: 0 }));
assert.equal(needCraft.milestone.id, "storage.chest");
assert.equal(needCraft.plan.skillId, "craft.chest");
const needPlace = nextMilestone(snapAfter("food.basic", { chest: 1 }));
assert.equal(needPlace.milestone.id, "storage.chest");
assert.equal(needPlace.plan.skillId, "village.place-chest");
});