Files
pepa-pi-bot/runtime/manifesto/state.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

117 lines
3.4 KiB
JavaScript

import { test } from "node:test";
import assert from "node:assert/strict";
import { pickActiveNeed, describeActiveNeed, _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,
...overrides,
};
}
test("pickActiveNeed: disconnected → null", () => {
_resetForTest();
assert.equal(pickActiveNeed({ connected: false }), null);
assert.equal(pickActiveNeed(null), null);
});
test("pickActiveNeed: fresh spawn → L0 alive if zero food", () => {
_resetForTest();
const a = pickActiveNeed(snap({ food: 0 }));
assert.equal(a.need.id, "alive");
assert.equal(a.skillId, "survive.scout-food");
});
test("pickActiveNeed: hp ok, no food in inventory → L1 food (scout)", () => {
_resetForTest();
const a = pickActiveNeed(snap());
assert.equal(a.need.id, "food");
assert.equal(a.skillId, "survive.scout-food");
});
test("pickActiveNeed: food covered → L2 tools_wood (gather logs)", () => {
_resetForTest();
const a = pickActiveNeed(snap({ inventory: { bread: 8 } }));
assert.equal(a.need.id, "tools_wood");
assert.equal(a.skillId, "gather.logs");
});
test("pickActiveNeed: tools wood done → L3 shelter (gather wool)", () => {
_resetForTest();
const a = pickActiveNeed(snap({
inventory: {
bread: 8,
wooden_pickaxe: 1, wooden_axe: 1, wooden_sword: 1,
},
}));
assert.equal(a.need.id, "shelter_basic");
// no wool, no bed → gather.wool
assert.equal(a.skillId, "gather.wool");
});
test("pickActiveNeed: shelter done → L4 tools_stone", () => {
_resetForTest();
const a = pickActiveNeed(snap({
nearbyBlocks: { beds: 1 },
inventory: {
bread: 8,
wooden_pickaxe: 1, wooden_axe: 1, wooden_sword: 1,
},
}));
assert.equal(a.need.id, "tools_stone");
assert.equal(a.skillId, "gather.stone");
});
test("pickActiveNeed: armor pursue=null → ladder skips to food_security", () => {
_resetForTest();
// Everything up through tools_stone satisfied, no armor (pursue=null).
// Should advance to food_security, not stall.
const a = pickActiveNeed(snap({
nearbyBlocks: { beds: 1 },
inventory: {
bread: 8,
wooden_pickaxe: 1, wooden_axe: 1, wooden_sword: 1,
stone_pickaxe: 1, stone_axe: 1, stone_sword: 1,
},
}));
assert.equal(a.need.id, "food_security");
assert.ok(a.blockedNeeds.some((b) => b.id === "armor_basic"), "armor_basic recorded as blocked");
});
test("pickActiveNeed: hostile imminent + low HP → L0 takes over", () => {
_resetForTest();
const a = pickActiveNeed(snap({
health: 6,
closestHostile: { name: "creeper", distance: 3 },
inventory: { bread: 8, wooden_pickaxe: 1, wooden_axe: 1, wooden_sword: 1 },
nearbyBlocks: { beds: 1 },
}));
assert.equal(a.need.id, "alive");
assert.equal(a.skillId, "survive.flee");
});
test("describeActiveNeed: returns 'L<n> <id> → <skill>'", () => {
_resetForTest();
const s = describeActiveNeed(snap());
assert.match(s, /^L1 food → /);
});
test("pickActiveNeed: caches within TTL — same snapshot ref returns same result", () => {
_resetForTest();
const s = snap();
const a = pickActiveNeed(s);
const b = pickActiveNeed(s);
assert.equal(a, b, "second call returns cached object");
});