Files
pepa-pi-bot/runtime/goal/storyline.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

207 lines
7.5 KiB
JavaScript

import { test } from "node:test";
import assert from "node:assert/strict";
import { STORYLINE, getStep, __testing } from "./storyline.js";
import { pickCurrentStep, progressSummary, _resetForTest } from "./state.js";
function snap(overrides = {}) {
return {
connected: true,
health: 20,
food: 20,
hasFood: false,
inventory: {},
equipment: { hand: null, head: null, torso: null, legs: null, feet: null },
nearbyBlocks: {},
hazards: { footBlock: "grass_block", belowBlock: "dirt", headBlock: "air" },
isDay: true,
hostileCount: 0,
closestHostile: null,
_sessionMs: 60_000,
...overrides,
};
}
test("STORYLINE: 11 steps, all have id/title/narration/completed/suggestSkill", () => {
assert.equal(STORYLINE.length, 11);
for (const s of STORYLINE) {
assert.ok(s.id, `step missing id`);
assert.ok(s.title);
assert.ok(s.narration_ru);
assert.equal(typeof s.completed, "function");
assert.equal(typeof s.suggestSkill, "function");
}
// Ids unique
const ids = STORYLINE.map((s) => s.id);
assert.equal(new Set(ids).size, ids.length);
});
test("getStep: lookup by id", () => {
assert.equal(getStep("first_wood").title, "Собрать стартовое дерево");
assert.equal(getStep("does-not-exist"), null);
});
test("emergencyPause: low hp + close hostile → true", () => {
const { emergencyPause } = __testing;
assert.equal(emergencyPause(snap({ health: 4, closestHostile: { name: "zombie", distance: 3 } })), true);
assert.equal(emergencyPause(snap()), false);
assert.equal(emergencyPause(snap({ hazards: { footBlock: "lava" } })), true);
assert.equal(emergencyPause(snap({ food: 0 })), true);
});
test("step first_wood: completed when bootstrap wood budget is enough", () => {
const s = getStep("first_wood");
assert.equal(s.completed(snap()), false);
assert.equal(s.completed(snap({ inventory: { oak_log: 4 } })), true);
assert.equal(s.completed(snap({ inventory: { oak_log: 2, oak_planks: 8 } })), true);
assert.equal(s.completed(snap({ inventory: { wooden_pickaxe: 1 } })), true);
});
test("step first_wood: suggest gather.logs if trees nearby, explore.far otherwise", () => {
const s = getStep("first_wood");
assert.equal(s.suggestSkill(snap({ nearbyBlocks: { logs: 5 } })).skillId, "gather.logs");
assert.equal(s.suggestSkill(snap({ nearbyBlocks: { logs: { count: 1 } } })).skillId, "gather.logs");
assert.equal(s.suggestSkill(snap()).skillId, "explore.far");
});
test("step first_tools: requires all three wood tools", () => {
const s = getStep("first_tools");
assert.equal(s.completed(snap({ inventory: { wooden_pickaxe: 1 } })), false);
assert.equal(s.completed(snap({ inventory: { wooden_pickaxe: 1, wooden_axe: 1 } })), false);
assert.equal(s.completed(snap({ inventory: { wooden_pickaxe: 1, wooden_axe: 1, wooden_sword: 1 } })), true);
// Higher tier also counts
assert.equal(s.completed(snap({ inventory: { stone_pickaxe: 1, stone_axe: 1, stone_sword: 1 } })), true);
});
test("step first_food: completed at ≥2 food items", () => {
const s = getStep("first_food");
assert.equal(s.completed(snap()), false);
assert.equal(s.completed(snap({ inventory: { bread: 2 } })), true);
});
test("step first_food: local hunt only for edible passive mobs within acquire range", () => {
const s = getStep("first_food");
assert.equal(
s.suggestSkill(snap({ nearbyEntities: { passives: [{ name: "chicken", distance: 18 }] } })).skillId,
"survive.acquire-food",
);
assert.equal(
s.suggestSkill(snap({ nearbyEntities: { passives: [{ name: "chicken", distance: 51 }] } })).skillId,
"survive.scout-food",
);
assert.equal(
s.suggestSkill(snap({ nearbyEntities: { passives: [{ name: "cod", distance: 12 }] } })).skillId,
"survive.scout-food",
);
});
test("step shelter_minimal: completed when bed placed nearby", () => {
const s = getStep("shelter_minimal");
assert.equal(s.completed(snap()), false);
assert.equal(s.completed(snap({ nearbyBlocks: { beds: 1 } })), true);
assert.equal(s.completed(snap({ nearbyBlocks: { beds: { count: 1 } } })), true);
});
test("step stone_tier: needs cobblestone first", () => {
const s = getStep("stone_tier");
assert.equal(s.completed(snap()), false);
assert.equal(s.suggestSkill(snap()).skillId, "gather.stone");
assert.equal(s.suggestSkill(snap({ inventory: { cobblestone: 6, stick: 4 } })).skillId, "craft.stone-pickaxe");
});
test("village_grow: never auto-completes (ongoing)", () => {
const s = getStep("village_grow");
assert.equal(s.completed(snap({ inventory: { iron_pickaxe: 1, diamond_pickaxe: 1 } })), false);
});
test("pickCurrentStep: disconnected → null", () => {
_resetForTest();
assert.equal(pickCurrentStep({ connected: false }), null);
});
test("pickCurrentStep: fresh spawn → first non-completed step", () => {
_resetForTest();
const s = snap({ _sessionMs: 5_000, nearbyBlocks: {} });
const r = pickCurrentStep(s);
assert.ok(r);
// orient_self is the first; with no nearby blocks and short session,
// completed() returns false → picked.
assert.equal(r.step.id, "orient_self");
assert.equal(r.index, 0);
});
test("orient_self: barren biome timeout fallback completes step after 120s", () => {
const n = getStep("orient_self");
// path (a): full HP + no visible blocks + short session → NOT done (would block).
assert.equal(n.completed(snap({ _sessionMs: 30_000, nearbyBlocks: {} })), false);
// path (b): full HP + no visible blocks + long session → done (timeout fallback).
assert.equal(n.completed(snap({ _sessionMs: 150_000, nearbyBlocks: {} })), true);
// always: low HP → not done
assert.equal(n.completed(snap({ health: 8, _sessionMs: 150_000 })), false);
});
test("pickCurrentStep: bot with 8+ logs → first_wood done, picks crafting_basics", () => {
_resetForTest();
const r = pickCurrentStep(snap({
_sessionMs: 60_000,
nearbyBlocks: { logs: 3 },
inventory: { oak_log: 10 },
}));
assert.ok(r);
assert.equal(r.step.id, "crafting_basics");
assert.equal(r.completedSteps, 2, "orient_self + first_wood done");
});
test("pickCurrentStep: bot with planks and sticks advances to first_tools", () => {
_resetForTest();
const r = pickCurrentStep(snap({
_sessionMs: 60_000,
nearbyBlocks: { logs: { count: 3 } },
inventory: { oak_planks: 16, stick: 4 },
}));
assert.ok(r);
assert.equal(r.step.id, "first_tools");
assert.equal(r.suggestion.skillId, "craft.wooden-pickaxe");
});
test("pickCurrentStep: emergency pauses suggestion", () => {
_resetForTest();
const r = pickCurrentStep(snap({
health: 4,
closestHostile: { name: "zombie", distance: 3 },
nearbyBlocks: { logs: 2 },
}));
assert.ok(r);
assert.equal(r.emergency, true);
assert.equal(r.suggestion, null, "no concrete suggestion while emergency holds");
});
test("pickCurrentStep: rejects unknown skill ids from suggestSkill", () => {
_resetForTest();
// Inject a synthetic step with bogus skill — but STORYLINE is frozen,
// so we just verify that real ids are valid (sanity check).
const r = pickCurrentStep(snap({
_sessionMs: 60_000,
nearbyBlocks: { logs: 2 },
}));
if (r?.suggestion?.skillId) {
// All real STORYLINE skill ids should be registered.
// (skill-registry imports a frozen list of skills/index.js.)
assert.ok(r.suggestion.skillId.includes("."), "skill id is namespaced");
}
});
test("progressSummary: formats step n/N + skill + emergency tag", () => {
_resetForTest();
const s1 = progressSummary(snap({ _sessionMs: 5_000 }));
assert.match(s1, /step 1\/11/);
assert.match(s1, /orient_self/);
_resetForTest();
const s2 = progressSummary(snap({
health: 3,
closestHostile: { name: "creeper", distance: 2 },
}));
assert.match(s2, /EMERGENCY/);
});