The bot has been stuck in a loop for two days:
acquire-food (fail: no nearby food) → explore.far → pillar-up (fail) → repeat
Diagnosis: manifesto + LLM advisor both correctly identify "you need
food" but neither expresses *what concretely to do next*. Manifesto is
a priority ladder (need-detection), not a narrative arc.
This commit adds the missing narrative layer — an ordered list of
operational steps that mirror the vanilla Minecraft survival path:
1. orient_self — Понять где я
2. first_wood — Собрать 8 поленьев
3. crafting_basics — Сделать верстак и палки
4. first_tools — Деревянные орудия
5. first_food — Найти первую еду
6. shelter_minimal — Простой шелтер с кроватью
7. stone_tier — Каменные орудия
8. food_security — Запас еды на 16+
9. iron_age — Железо и печь
10. settle_base — Постоянная база
11. village_grow — Развивать деревню (ongoing)
Each step has:
- completed(snapshot) → bool — detects achievement from snapshot
- suggestSkill(snapshot) → { skillId, args? } — concrete next dispatch
- emergencyPause(snapshot) → bool — defers to manifesto L0 alive
emergencies (low HP near hostile, lava under foot, food = 0)
- narration_ru — chat-friendly Russian one-liner spoken on entry
Components:
- runtime/goal/storyline.js — 11-step canonical quest catalogue
- runtime/goal/state.js — pickCurrentStep(snapshot) walks the list,
returns first non-completed step + its suggestion. 3s cache.
Validates suggestSkill's skillId against the live registry.
- runtime/reflex.js — curriculumReflex dispatch priority is now:
1. manifesto (L0 alive emergencies always win)
2. storyline (concrete operational subgoal)
3. curriculum plan (legacy fallback)
Tests pass ctx.disableStoryline=true for isolation.
- runtime/bot.js — snapshot.storyStep populated each tick so
chatter/advisor/reflect observers see the same view.
- runtime/coach/fast-advisor.js — buildUserPrompt now embeds the
current step + its suggested skill, so LLM advice is anchored
("step 5 first_food, storyline wants survive.acquire-food, but
recent dispatches show it's failing — try explore.far + scout").
- runtime/coach/advisor-trigger.js — forwards ctx.storyStep into
advise() and logs step id at trigger time.
- runtime/coach/reflect.js — reflection prompt includes storyline
progress so 30-min self-assessment is anchored.
- runtime/persona/chatter.js — narrates step.narration_ru on
transition. Rate-limited via existing maybeNarrateRaw().
New operator CLI:
- scripts/show-story.js — fetches the live snapshot via IPC sock and
prints step progress with ✓/→/ markers, current skill, inventory.
Falls back to --plain catalogue view when bot offline.
Token cost impact: ~+30 input tokens per advise() call (one extra
line in user prompt). Trivial vs the value of grounding LLM advice
in a concrete narrative.
Operator usage:
node scripts/show-story.js # live progress + which step + why
node scripts/show-story.js --plain # static catalogue of all 11 steps
Tests: 376 green (was 360, +16 storyline tests).
Also in this branch (already committed): dev/v0.3.1/PRD.md —
LLM prompt cost optimization design doc.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
220 lines
8.0 KiB
JavaScript
220 lines
8.0 KiB
JavaScript
// Auto-trigger policy for the fast tactical advisor.
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//
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// The advisor is too slow for synchronous use inside a reflex tick
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// (5-15s via TimeWeb's hosted agent endpoint). The strategy here is
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// asynchronous: when conditions warrant tactical advice, fire-and-forget
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// an advise() call; when the result eventually arrives, cache it on
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// ctx.advisorRecommendation. The next reflex tick reads that cache and
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// can substitute the recommended skill before dispatching.
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//
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// Triggers (any one, AND-ed with the not-recently-asked cooldown):
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//
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// 1. Wedged > 60s — bot's position hasn't shifted ≥16 blocks in over
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// a minute (already tracked by reflex.js as lastSignificantMoveAt)
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// 2. Last 4+ dispatches were the same skill — clear loop signal
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// 3. Last awareness preempt was very recent AND followed by same
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// skill being dispatched again — env-shock-blind retry
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//
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// The recommendation has a TTL (60s). After that it's stale and the
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// reflex falls back to manifesto / curriculum. This keeps the system
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// reactive — advice ages out, fresh data drives fresh advice.
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import { advise, isAvailable as advisorAvailable } from "./fast-advisor.js";
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import { isRegistered } from "../skill-registry.js";
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import { insertRecommendation } from "../knowledge/index.js";
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import { info, warn } from "../log.js";
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const TRIGGER_COOLDOWN_MS = 90_000;
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const RECOMMENDATION_TTL_MS = 60_000;
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const WEDGED_THRESHOLD_MS = 60_000;
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const REPEAT_THRESHOLD = 4;
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const PREEMPT_WINDOW_MS = 30_000;
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// Emergency triggers — bypass cooldown because waiting another 90s
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// when the bot is about to die is not useful.
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const EMERGENCY_HP = 6;
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const EMERGENCY_HOSTILE_DIST = 8;
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const EMERGENCY_COOLDOWN_MS = 20_000;
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let _lastTriggerAt = 0;
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let _inFlight = false;
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export function _resetForTest() {
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_lastTriggerAt = 0;
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_inFlight = false;
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}
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export function getTriggerState() {
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return {
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lastTriggerAt: _lastTriggerAt,
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inFlight: _inFlight,
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};
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}
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/**
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* tickAdvisor(ctx) → maybe-fires advise() in background.
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*
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* Called from reflex AFTER it has chosen a plannedSkillId but BEFORE
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* dispatching. Does NOT block — the in-flight call resolves later and
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* writes ctx.advisorRecommendation. The caller decides whether to
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* consume a fresh recommendation on this tick or wait for the next.
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*/
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export function tickAdvisor(ctx, { plannedSkillId } = {}) {
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if (!advisorAvailable()) return { fired: false, reason: "disabled" };
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if (_inFlight) return { fired: false, reason: "in_flight" };
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const now = Date.now();
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// Drop a recommendation that's already aged out.
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if (ctx.advisorRecommendation && now - ctx.advisorRecommendation.at > RECOMMENDATION_TTL_MS) {
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ctx.advisorRecommendation = null;
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}
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const reason = detectTrigger(ctx, now, plannedSkillId);
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if (!reason) return { fired: false, reason: "no_trigger" };
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// Emergency triggers use a much shorter cooldown — waiting 90s with
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// HP=4 and a creeper at 3 blocks is exactly when we MUST hit the LLM.
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const isEmergency = reason.startsWith("emergency_");
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const cooldownMs = isEmergency ? EMERGENCY_COOLDOWN_MS : TRIGGER_COOLDOWN_MS;
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if (now - _lastTriggerAt < cooldownMs) {
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return { fired: false, reason: "cooldown" };
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}
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_lastTriggerAt = now;
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_inFlight = true;
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const snapshot = ctx.snapshot ?? null;
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const recentSkillIds = (ctx.recentSkillIds ?? []).slice(-8);
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const activeNeed = ctx.activeNeed ?? null;
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const storyStep = ctx.storyStep ?? null;
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info("advisor-trigger", `firing because ${reason} (planned=${plannedSkillId ?? "?"}, need=${activeNeed?.need?.id ?? "?"}, step=${storyStep?.step?.id ?? "?"})`);
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// Fire-and-forget. The promise's resolution writes ctx.advisorRecommendation.
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advise({ snapshot, reason, recentSkillIds, lessonsTail: ctx.recentLessons ?? [], activeNeed, storyStep, force: true })
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.then((result) => {
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_inFlight = false;
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const needLabel = activeNeed
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? `L${activeNeed.need.level} ${activeNeed.need.id}`
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: null;
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if (result.ok && result.action === "switch_skill" && isRegistered(result.skillId)) {
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const recId = insertRecommendation({
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triggerReason: reason,
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plannedSkill: plannedSkillId ?? null,
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recommendedSkill: result.skillId,
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action: "switch_skill",
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rationale: result.rationale,
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activeNeed: needLabel,
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tokensIn: result.usage?.in,
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tokensOut: result.usage?.out,
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latencyMs: result.latencyMs,
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});
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ctx.advisorRecommendation = {
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id: recId,
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at: Date.now(),
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skillId: result.skillId,
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action: "switch_skill",
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rationale: result.rationale,
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triggerReason: reason,
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latencyMs: result.latencyMs,
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usage: result.usage ?? null,
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};
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info("advisor-trigger", `recommendation cached: ${result.skillId} (${result.latencyMs}ms, in=${result.usage?.in ?? "?"}t/out=${result.usage?.out ?? "?"}t, db=${recId ?? "-"})`);
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} else if (result.ok && (result.action === "wait" || result.action === "continue")) {
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const recId = insertRecommendation({
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triggerReason: reason,
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plannedSkill: plannedSkillId ?? null,
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recommendedSkill: null,
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action: result.action,
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rationale: result.rationale,
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activeNeed: needLabel,
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tokensIn: result.usage?.in,
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tokensOut: result.usage?.out,
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latencyMs: result.latencyMs,
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});
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ctx.advisorRecommendation = {
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id: recId,
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at: Date.now(),
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action: result.action,
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rationale: result.rationale,
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triggerReason: reason,
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latencyMs: result.latencyMs,
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usage: result.usage ?? null,
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};
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info("advisor-trigger", `recommendation: ${result.action} (${result.latencyMs}ms)`);
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} else if (!result.ok) {
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warn("advisor-trigger", `advise failed: ${result.code} (${result.detail})`);
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}
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})
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.catch((e) => {
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_inFlight = false;
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warn("advisor-trigger", `advise threw: ${e?.message ?? e}`);
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});
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return { fired: true, reason };
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}
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function detectTrigger(ctx, now, plannedSkillId) {
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const snap = ctx.snapshot ?? {};
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// 0. EMERGENCY: low HP + hostile near — call BEFORE the bot dies.
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// Checked first so reason string starts with "emergency_" → bypasses
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// the long trigger cooldown via the caller's isEmergency check.
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const hp = snap.health ?? 20;
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const hostile = snap.closestHostile;
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if (hp <= EMERGENCY_HP && hostile && (hostile.distance ?? Infinity) <= EMERGENCY_HOSTILE_DIST) {
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return `emergency_hp${Math.round(hp)}_${hostile.name ?? "hostile"}@${Math.round(hostile.distance)}`;
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}
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// 0b. EMERGENCY: drowning / lava / lethal fluid
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if (snap.hazards?.footBlock === "lava") {
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return "emergency_lava";
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}
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// 1. Wedged > threshold
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if (ctx.lastSignificantMoveAt && (now - ctx.lastSignificantMoveAt) > WEDGED_THRESHOLD_MS) {
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return `wedged_${Math.round((now - ctx.lastSignificantMoveAt) / 1000)}s`;
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}
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// 2. Repeat-skill loop
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const recent = ctx.recentSkillIds ?? [];
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if (recent.length >= REPEAT_THRESHOLD) {
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const tail = recent.slice(-REPEAT_THRESHOLD);
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const allSame = tail.every((id) => id === tail[0]);
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if (allSame && plannedSkillId === tail[0]) {
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return `repeat_${REPEAT_THRESHOLD}_${tail[0]}`;
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}
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}
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// 3. Recent preempt followed by same skill again
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if (ctx.lastPreempt && now - ctx.lastPreempt.at < PREEMPT_WINDOW_MS) {
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const lastDispatched = recent[recent.length - 1];
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if (lastDispatched && lastDispatched === plannedSkillId) {
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return `preempt_retry_${ctx.lastPreempt.reason}`;
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}
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}
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return null;
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}
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/**
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* consumeFreshRecommendation(ctx) → { skillId, action, rationale } | null
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*
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* Returns a recommendation if one is currently cached and fresh, and
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* clears it so subsequent ticks don't re-apply the same advice.
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*/
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export function consumeFreshRecommendation(ctx) {
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const rec = ctx.advisorRecommendation;
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if (!rec) return null;
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if (Date.now() - rec.at > RECOMMENDATION_TTL_MS) {
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ctx.advisorRecommendation = null;
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return null;
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}
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if (rec.action !== "switch_skill" || !rec.skillId) {
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// 'continue' / 'wait' don't replace dispatch; surface for telemetry only
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return null;
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}
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ctx.advisorRecommendation = null;
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return rec;
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}
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// Test exports
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export const __testing = {
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TRIGGER_COOLDOWN_MS, RECOMMENDATION_TTL_MS, WEDGED_THRESHOLD_MS,
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REPEAT_THRESHOLD, PREEMPT_WINDOW_MS, detectTrigger,
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};
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