Root cause of "bot just stands still": every gather.* skill was using
bot.findBlock({ matching: (b) => names.includes(b.name) }), and under
mineflayer 1.21.4 + ViaBackwards the Block objects fed into the
callback have a wrong .name field (Block.type / numeric id is still
correct — this is mineflayer issue #2347). Every search returned null,
every skill reported "no_target", reflex looped wander → tunnel-out
forever. The bot's logs said "dispatch ok" while the operator watched
it pace in circles.
Proven live with a new diag.match skill on play.xmatic.team:
findBlocks({matching: numericIds}) → 50 hits
findBlocks({matching: (b) => b.name === ...}) → 0 hits ← the bug
findBlock({matching: (b) => b.name === ...}) → null ← the bug
findBlock({matching: numericIds}) → dark_oak_log @ (606,62,110)
After this fix the same bot from the same spawn dispatches gather.logs
and reaches the chop loop ("chop: dark_oak_log at 606,62,110 (tool=fists)")
instead of returning "no reachable log within 64 blocks".
Changes:
- runtime/perception.js (new): findBlocksByName / findNearestBlockByName
centralise the numeric-id workaround for any future skill.
- runtime/actions.js: chopNearestTree, sleepInBed, placeCraftingTable now
use perception. Also load mineflayer-tool plugin alongside collectblock
(collectblock 1.6 hard-requires bot.tool to dispatch a dig).
- gather-stone, gather-wool, deposit-surplus rewritten to numeric-id
search. gather-wool also loads mineflayer-tool.
- diagnose-scan.js (new): two diagnostic skills — diag.scan reports
findBlocks counts per radius for common blocks; diag.match cross-tests
the four matcher styles so this regression can be re-proven on demand.
- runtime/skills/index.js: registers diag.scan + diag.match.
Memory: project_findblock_callback_broken_under_viabackwards.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
160 lines
5.3 KiB
JavaScript
160 lines
5.3 KiB
JavaScript
// gather.stone — find a nearby stone/cobble/deepslate block, equip a
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// pickaxe (best available), path to it and mine it. Stone-tier mining
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// needs at least a wooden pickaxe — the preconditions enforce that.
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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import collectBlockPkg from "mineflayer-collectblock";
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const collectBlockPlugin =
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collectBlockPkg.plugin ??
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collectBlockPkg.default?.plugin ??
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collectBlockPkg.default ??
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collectBlockPkg;
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import toolPkg from "mineflayer-tool";
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const toolPlugin = toolPkg.plugin ?? toolPkg.default?.plugin ?? toolPkg.default ?? toolPkg;
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import { pickaxes } from "./groups.js";
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import { info, warn } from "../log.js";
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import { findNearestBlockByName } from "../perception.js";
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const STONE_NAMES = ["stone", "cobblestone", "deepslate", "cobbled_deepslate", "andesite", "diorite", "granite"];
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let pluginLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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pluginLoaded.add(bot);
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}
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let toolLoaded = new WeakSet();
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function ensureTool(bot) {
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if (toolLoaded.has(bot)) return;
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bot.loadPlugin(toolPlugin);
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toolLoaded.add(bot);
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}
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let collectBlockLoaded = new WeakSet();
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function ensureCollectBlock(bot) {
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ensurePathfinder(bot);
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ensureTool(bot);
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if (collectBlockLoaded.has(bot)) return;
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bot.loadPlugin(collectBlockPlugin);
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collectBlockLoaded.add(bot);
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}
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function setMovementsForGather(bot) {
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const m = new Movements(bot);
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m.canDig = true;
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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const PICKAXE_PRIORITY = ["netherite_pickaxe", "diamond_pickaxe", "iron_pickaxe", "stone_pickaxe", "wooden_pickaxe"];
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async function equipBestPickaxe(bot) {
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for (const name of PICKAXE_PRIORITY) {
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const item = bot.inventory.items().find((i) => i.name === name);
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if (item) {
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try {
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await bot.equip(item, "hand");
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return name;
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} catch {}
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}
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}
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return null;
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}
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function withTimeout(promise, ms, label) {
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let timer;
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const timeout = new Promise((_, reject) => {
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timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms);
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});
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return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
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}
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const stoneBlacklist = new WeakMap();
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const BLACKLIST_TTL_MS = 5 * 60_000;
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function getBlacklist(bot) {
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let m = stoneBlacklist.get(bot);
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if (!m) {
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m = new Map();
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stoneBlacklist.set(bot, m);
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}
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const now = Date.now();
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for (const [k, exp] of m) if (exp < now) m.delete(k);
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return m;
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}
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export const skill = Object.freeze({
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id: "gather.stone",
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title: "Gather cobblestone",
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timeoutMs: 90_000,
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preconditions(ctx) {
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if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
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const available = pickaxes(ctx.bot);
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if (available.size === 0) {
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return { ok: false, code: "unsupported_version", detail: "no pickaxes in registry" };
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}
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const owned = ctx.bot.inventory.items().some((i) => available.has(i.name));
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if (!owned) {
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return { ok: false, code: "missing_tool", detail: "no pickaxe in inventory" };
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}
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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const blacklist = getBlacklist(bot);
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// Numeric-id search — callback matcher returns 0 under ViaBackwards. See runtime/perception.js.
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const target = findNearestBlockByName(bot, STONE_NAMES, {
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maxDistance: 32,
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predicate: (b) => !blacklist.has(`${b.position.x},${b.position.y},${b.position.z}`),
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});
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if (!target) {
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return { ok: false, code: "no_target", detail: "no reachable stone within 32 blocks", worldDelta: null };
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}
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ensureCollectBlock(bot);
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setMovementsForGather(bot);
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const pickaxe = await equipBestPickaxe(bot);
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info("action", `gather.stone: ${target.name} at ${target.position.x},${target.position.y},${target.position.z} (tool=${pickaxe ?? "fists"})`);
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const targetPos = target.position.clone();
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try {
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try {
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await withTimeout(bot.lookAt(targetPos.offset(0.5, 0.5, 0.5), true), 2_000, "lookAt(stone)");
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} catch {}
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await withTimeout(bot.collectBlock.collect(target), 60_000, "collectStone");
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const after = bot.blockAt(targetPos);
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if (after && STONE_NAMES.includes(after.name)) {
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warn("action", `gather.stone reported ok but block still at ${targetPos.x},${targetPos.y},${targetPos.z} — silent dig failure`);
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const key = `${targetPos.x},${targetPos.y},${targetPos.z}`;
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blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
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return {
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ok: false,
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code: "silent_dig_failure",
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detail: "block still exists after collect — protocol/anti-cheat issue",
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worldDelta: null,
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};
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}
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return {
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ok: true,
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code: "done",
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detail: { blockType: target.name, at: targetPos },
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worldDelta: { minedAt: targetPos, blockType: target.name },
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};
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} catch (e) {
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warn("action", `gather.stone failed: ${e.message}`);
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const key = `${target.position.x},${target.position.y},${target.position.z}`;
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blacklist.set(key, Date.now() + BLACKLIST_TTL_MS);
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const msg = String(e?.message ?? "");
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const code = msg.includes("timed out") ? "timeout" : "failed";
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return { ok: false, code, detail: e.message, worldDelta: null };
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}
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},
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validate(ctx, result) {
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return result.ok && !!result.worldDelta?.blockType;
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},
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recover(ctx, result) {
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if (result.code === "no_target") return { hint: "wander", reason: "no stone within 32 blocks" };
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return null;
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},
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});
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