Baseline for the v0.2.0 self-learning iteration. All 205 tests pass on this state. Subsequent commits in this branch layer the knowledge base, post-mortem coach, and persona narration on top. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
141 lines
4.9 KiB
JavaScript
141 lines
4.9 KiB
JavaScript
// Modes priority chain — adapted from Mindcraft modes.js.
|
|
//
|
|
// A mode is `{ name, interrupts, on, active, update(ctx) }`. Each
|
|
// reflex tick the scheduler walks the modes in order BEFORE dispatching
|
|
// the curriculum-suggested skill. The first mode whose `update()`
|
|
// returns `{ action, interrupts }` wins: if interrupts.includes("all")
|
|
// the curriculum skill for this tick is cancelled, and the mode's
|
|
// returned action is dispatched instead.
|
|
//
|
|
// Why: today's `reflex.js` mixes panic responses (flee, eat, sleep)
|
|
// with the long-tail curriculum logic and uses ad-hoc cooldowns
|
|
// (`lastFleeAttempt`, `lastEatAt`). The Mindcraft shape is cleaner:
|
|
// declarative interrupts, explicit on/active state, and the same loop
|
|
// covers self_preservation (drowning/lava/low-HP), hunger, and night
|
|
// shelter. We start small — only the three modes we actually need —
|
|
// and let new modes register via `registerMode()` so new skills can
|
|
// hook in without editing this file.
|
|
|
|
const modes = [];
|
|
|
|
export function registerMode(mode) {
|
|
if (!mode || typeof mode.name !== "string") throw new Error("mode: missing name");
|
|
if (typeof mode.update !== "function") throw new Error(`mode ${mode.name}: missing update`);
|
|
const existing = modes.findIndex((m) => m.name === mode.name);
|
|
const filled = {
|
|
on: mode.on ?? true,
|
|
active: false,
|
|
interrupts: mode.interrupts ?? [],
|
|
...mode,
|
|
};
|
|
if (existing >= 0) modes[existing] = filled;
|
|
else modes.push(filled);
|
|
}
|
|
|
|
export function listModes() {
|
|
return modes.map((m) => ({ name: m.name, on: m.on, active: m.active, interrupts: m.interrupts }));
|
|
}
|
|
|
|
export function setModeEnabled(name, on) {
|
|
const m = modes.find((x) => x.name === name);
|
|
if (m) m.on = !!on;
|
|
}
|
|
|
|
// Reset for tests — keeps the priority list, just drops registrations.
|
|
export function _resetModes() { modes.length = 0; }
|
|
|
|
// Run every enabled mode in order until one returns a non-null result.
|
|
// Sync — modes are observational over a snapshot, no await. Anything
|
|
// long-running belongs in the skill the mode dispatches.
|
|
export function tickModes(ctx) {
|
|
for (const m of modes) {
|
|
if (!m.on) continue;
|
|
let res = null;
|
|
try {
|
|
res = m.update(ctx);
|
|
} catch (e) {
|
|
res = null;
|
|
}
|
|
if (res?.action) {
|
|
m.active = true;
|
|
return {
|
|
mode: m.name,
|
|
action: res.action,
|
|
interrupts: res.interrupts ?? m.interrupts,
|
|
detail: res.detail ?? null,
|
|
};
|
|
}
|
|
m.active = false;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
// --- Standard modes registered at module load. Callers can override
|
|
// any of these by calling registerMode() with the same name. -----------
|
|
|
|
registerMode({
|
|
name: "self_preservation",
|
|
description: "Low HP, lava, drowning — drop the curriculum, flee or eat",
|
|
interrupts: ["all"],
|
|
update(ctx) {
|
|
const snap = ctx?.snapshot;
|
|
if (!snap) return null;
|
|
const hp = snap.health ?? 20;
|
|
const hasFood = !!snap.hasFood;
|
|
if (ctx.modeCooldown?.self_preservation && Date.now() < ctx.modeCooldown.self_preservation) return null;
|
|
// HP critically low + we have food → eat NOW
|
|
if (hp < 6 && hasFood) {
|
|
ctx.modeCooldown = ctx.modeCooldown ?? {};
|
|
ctx.modeCooldown.self_preservation = Date.now() + 5_000;
|
|
return { action: { skillId: "survive.eat" }, detail: { reason: "hp<6", hp } };
|
|
}
|
|
// Hostile within reach and HP low → flee
|
|
const ch = snap.closestHostile;
|
|
if (ch && typeof ch.distance === "number" && ch.distance < 6 && hp < 10) {
|
|
ctx.modeCooldown = ctx.modeCooldown ?? {};
|
|
ctx.modeCooldown.self_preservation = Date.now() + 8_000;
|
|
return {
|
|
action: { skillId: "survive.flee", args: { hostileName: ch.name } },
|
|
detail: { reason: "hp<10 near-hostile", hp, dist: ch.distance },
|
|
};
|
|
}
|
|
return null;
|
|
},
|
|
});
|
|
|
|
registerMode({
|
|
name: "hunger",
|
|
description: "Eat proactively when food bar dips below 14",
|
|
interrupts: ["curriculum"],
|
|
update(ctx) {
|
|
const snap = ctx?.snapshot;
|
|
if (!snap) return null;
|
|
if (ctx.modeCooldown?.hunger && Date.now() < ctx.modeCooldown.hunger) return null;
|
|
if ((snap.food ?? 20) < 14 && snap.hasFood) {
|
|
ctx.modeCooldown = ctx.modeCooldown ?? {};
|
|
ctx.modeCooldown.hunger = Date.now() + 5_000;
|
|
return { action: { skillId: "survive.eat" }, detail: { reason: "food<14", food: snap.food } };
|
|
}
|
|
return null;
|
|
},
|
|
});
|
|
|
|
registerMode({
|
|
name: "night_shelter",
|
|
description: "After dusk, sleep in or place a bed so player night-skip works",
|
|
interrupts: ["curriculum"],
|
|
update(ctx) {
|
|
const snap = ctx?.snapshot;
|
|
if (!snap) return null;
|
|
if (ctx.modeCooldown?.night_shelter && Date.now() < ctx.modeCooldown.night_shelter) return null;
|
|
// Only at night and only if we actually carry / can place a bed
|
|
if (snap.isDay) return null;
|
|
const inv = snap.inventory || {};
|
|
const hasBed = Object.keys(inv).some((n) => /_bed$/.test(n));
|
|
if (!hasBed) return null;
|
|
ctx.modeCooldown = ctx.modeCooldown ?? {};
|
|
ctx.modeCooldown.night_shelter = Date.now() + 30_000;
|
|
return { action: { skillId: "survive.sleep" }, detail: { reason: "night with bed in hand" } };
|
|
},
|
|
});
|