Files
pepa-pi-bot/runtime/skills/explore-far.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

251 lines
9.0 KiB
JavaScript

// explore.far — walk ~48 blocks in a single direction, away from where
// the bot currently stands. Used as the wander hint target when
// gather.* skills can't find their resource in the bot's immediate
// neighbourhood (e.g. spawn protection with no trees inside 64 blocks).
//
// Picks a heading by quadrant rotation (NE → SE → SW → NW) so successive
// calls actually circle the spawn instead of bouncing within the same
// patch.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, Movements } = pathfinderPkg;
import { info, warn } from "../log.js";
import { digEscapeTunnel } from "./recovery-tunnel-out.js";
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
function setMovementsForTravel(bot) {
const m = new Movements(bot);
m.canDig = true;
m.allow1by1towers = false;
bot.pathfinder.setMovements(m);
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
// Per-bot quadrant rotation.
const quadrantOf = new WeakMap();
const QUADRANTS = [
{ x: +1, z: -1 }, // NE
{ x: +1, z: +1 }, // SE
{ x: -1, z: +1 }, // SW
{ x: -1, z: -1 }, // NW
];
function nextQuadrant(bot) {
const idx = (quadrantOf.get(bot) ?? -1) + 1;
quadrantOf.set(bot, idx);
return QUADRANTS[idx % QUADRANTS.length];
}
export const skill = Object.freeze({
id: "explore.far",
title: "Walk ~48 blocks in one direction",
timeoutMs: 90_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
return { ok: true };
},
async execute(ctx, args = {}) {
const bot = ctx.bot;
ensurePathfinder(bot);
setMovementsForTravel(bot);
// 2026-05-26: probe-then-go. Try all 4 cardinal directions for
// 800 ms each, pick the one where we actually moved, then commit
// a long blind walk in that direction. Pathfinder timeouts on
// this server mean we can't trust GoalNear; cardinal probing
// gives us a free-direction signal cheaply.
const dist = Math.max(24, args.distance ?? 48);
const beforeProbe = clonePos(bot.entity.position);
const trials = await probeCardinalStep(bot, 800);
const movable = trials.filter((t) => t.dist > 0.5);
// Journal-aware: if more than one direction is walkable, prefer the
// one in the LEANEST quadrant (least amount of stuff we've already
// catalogued, including dead_end markers — so we don't loop the same
// area). Falls back to "best by distance" when only one direction
// works or journal is empty.
let best = trials.reduce((b, t) => (t.dist > b.dist ? t : b), { dist: 0, yaw: 0, name: "?" });
if (movable.length > 1 && ctx?.journal?.leanestQuadrant) {
const here = bot.entity.position;
const { best: leanest } = ctx.journal.leanestQuadrant({ x: here.x, z: here.z, radius: 96 });
const QUAD_TO_CARDINAL = { NE: "N", SE: "E", SW: "S", NW: "W" };
const preferredName = QUAD_TO_CARDINAL[leanest];
const preferred = movable.find((t) => t.name === preferredName);
if (preferred) best = preferred;
info("action", `explore.far: journal says leanest quadrant=${leanest} → prefer ${preferredName}`);
}
info("action", `explore.far: cardinal probe trials=${trials.map((t) => `${t.name}:${t.dist.toFixed(1)}`).join(" ")} best=${best.name}`);
if (best.dist < 0.5) {
// All cardinals blocked. Try the cheap vertical escape first; if it
// does not actually move us, carve a short horizontal tunnel. The
// previous code returned OK after dig-up+jump even when position was
// unchanged, causing repeated false "done" completions.
info("action", "explore.far: wedged — escape-pit, then tunnel-out if still stuck");
const escape = await escapePit(bot, 3);
const detail = { ...(escape.detail ?? {}), trials };
if (!escape.ok) {
return { ok: false, code: escape.code ?? "wedged", detail, worldDelta: escape.worldDelta ?? null };
}
return { ok: true, code: "done", detail, worldDelta: escape.worldDelta ?? null };
}
const here = bot.entity.position.clone();
const tx = Math.round(here.x + Math.sin(-best.yaw) * dist);
const tz = Math.round(here.z + Math.cos(-best.yaw) * dist);
const ty = Math.round(here.y);
info("action", `explore.far: blind-walking ${best.name} toward ${tx},${ty},${tz}`);
return blindWalkOrTunnelOut(bot, {
yaw: best.yaw,
dirName: best.name,
blindMs: args.blindMs ?? 20_000,
minMove: args.minMove ?? Math.min(14, Math.max(8, dist * 0.25)),
tunnelPushMs: args.tunnelPushMs,
reason: `explore.far blind ${best.name}`,
intended: { x: tx, y: ty, z: tz },
});
},
});
export async function blindWalkOrTunnelOut(bot, { yaw, dirName, blindMs = 7_000, minMove = 0.75, tunnelPushMs, reason = "blind fallback", intended = null } = {}) {
const before = clonePos(bot.entity.position);
try { await bot.look(yaw, 0, true); } catch {}
bot.setControlState("forward", true);
bot.setControlState("jump", true);
try {
await new Promise((r) => setTimeout(r, Math.max(0, blindMs)));
} finally {
bot.setControlState("forward", false);
bot.setControlState("jump", false);
}
const moved = horizontalDistance(before, bot.entity.position);
if (moved >= minMove) {
return {
ok: true,
code: "done",
detail: { mode: "blind-moved", previousMode: "blind", dir: dirName, moved, intended },
worldDelta: { movedTo: clonePos(bot.entity.position) },
};
}
info("action", `explore.far: blind ${dirName} moved only ${moved.toFixed(2)} horizontally → tunnel-out`);
const tunnelArgs = { maxSteps: 3, reason };
if (tunnelPushMs !== undefined) tunnelArgs.pushMs = tunnelPushMs;
const tunnel = await digEscapeTunnel(bot, tunnelArgs);
const detail = { mode: "blind", dir: dirName, moved, recovery: tunnel.detail ?? null };
if (!tunnel.ok) {
return {
ok: false,
code: tunnel.code ?? "wedged",
detail,
worldDelta: tunnel.worldDelta ?? null,
};
}
return {
ok: true,
code: "done",
detail: { ...(tunnel.detail ?? {}), previousMode: "blind", recovered: true },
worldDelta: tunnel.worldDelta ?? { movedTo: clonePos(bot.entity.position) },
};
}
export const _internal = { blindWalkOrTunnelOut };
const CARDINAL_YAWS = [
{ name: "N", yaw: Math.PI },
{ name: "E", yaw: -Math.PI / 2 },
{ name: "S", yaw: 0 },
{ name: "W", yaw: Math.PI / 2 },
];
function clonePos(pos) {
if (typeof pos?.clone === "function") return pos.clone();
return { x: pos?.x ?? 0, y: pos?.y ?? 0, z: pos?.z ?? 0 };
}
function horizontalDistance(a, b) {
return Math.hypot((b?.x ?? 0) - (a?.x ?? 0), (b?.z ?? 0) - (a?.z ?? 0));
}
function verticalGain(a, b) {
return (b?.y ?? 0) - (a?.y ?? 0);
}
async function escapePit(bot, maxSteps = 3) {
const before = clonePos(bot.entity.position);
for (let i = 0; i < maxSteps; i++) {
const head = bot.entity.position.offset(0, 1.7, 0);
const above = bot.blockAt(head.offset(0, 0.5, 0));
if (!above || above.name === "air" || above.name === "cave_air" || above.name === "void_air") {
bot.setControlState("jump", true);
bot.setControlState("forward", true);
await new Promise((r) => setTimeout(r, 700));
bot.setControlState("jump", false);
bot.setControlState("forward", false);
continue;
}
try { await withTimeout(bot.lookAt(above.position.offset(0.5, 0.5, 0.5), true), 1_500, "lookAt-up"); } catch {}
try {
await withTimeout(bot.dig(above), 8_000, "dig-up");
} catch (e) {
warn("action", `escape-pit dig-up failed: ${e.message}`);
break;
}
bot.setControlState("jump", true);
await new Promise((r) => setTimeout(r, 600));
bot.setControlState("jump", false);
await new Promise((r) => setTimeout(r, 400));
}
// Let jump physics settle before deciding whether escape-pit worked.
// Vertical-only motion is not freedom from a wedged shaft; require real
// horizontal movement, otherwise fall through to the tunnel-out skill.
await new Promise((r) => setTimeout(r, 500));
const moved = horizontalDistance(before, bot.entity.position);
const climbed = verticalGain(before, bot.entity.position);
if (moved >= 0.75) {
return {
ok: true,
code: "done",
detail: { mode: "escape-pit-up", moved, climbed },
worldDelta: { mode: "escape-pit-up", movedTo: clonePos(bot.entity.position) },
};
}
info("action", `escape-pit moved only ${moved.toFixed(2)} horizontally (dy=${climbed.toFixed(2)}) → tunnel-out`);
return digEscapeTunnel(bot, { maxSteps: 3, reason: "explore.far escape-pit" });
}
async function probeCardinalStep(bot, durationMs = 800) {
const trials = [];
for (const { name, yaw } of CARDINAL_YAWS) {
try { await bot.look(yaw, 0, true); } catch {}
const before = bot.entity.position.clone();
bot.setControlState("forward", true);
try {
await new Promise((r) => setTimeout(r, durationMs));
} finally {
bot.setControlState("forward", false);
}
const after = bot.entity.position;
const dist = Math.hypot(after.x - before.x, after.z - before.z);
trials.push({ name, yaw, dist });
await new Promise((r) => setTimeout(r, 150));
}
return trials;
}