Recovers the bot from the live-server symptoms reported 2026-05-26: 1) constant supervisor reconnects, 2) chop "clicks once and stops", 3) sleep does nothing without a bed and so blocks night-skipping for other players, 4) curriculum reflex always fell through to wander. Supervisor (#38): - runtime/watch-filter.js: pure predicate excluding *.test.js + the supervisor itself; recursive:true so skills/ + social/ edits also restart. Burned a working main once when test files counted toward the rollback threshold. - runtime/supervisor.js: watch-triggered restarts no longer count toward the crash-loop rollback path. Watcher is now recursive. Chop / mine (#39): - runtime/actions.js + runtime/skills/gather-stone.js: replaced raw pathfinder.goto + bot.dig with mineflayer-collectblock's bot.collectBlock.collect — handles approach, repositioning, LoS, dig and pickup as one primitive. Old version "swung once" because GoalGetToBlock often parked the bot in leaves above the log. Sleep + bed (#40): - runtime/actions.js: sleepInBed now ALSO places a carried bed on solid ground next to the bot and sleeps on it. Critical so the bot stops blocking player night-skipping the moment it owns a bed. Bed pipeline (#41): - runtime/skills/gather-wool.js: gather.wool skill — mines wool block if any nearby, otherwise shears or attacks the nearest sheep. - runtime/skills/craft.js: craftBedSkill (any colour the bot has ≥3 wool of, plus 3 planks, plus a table). - runtime/curriculum.js: new milestone survive.bed sits between wood.tools and stone.32 so the bot gets a bed BEFORE everything else. Test fixture updated to include a red_bed in post-survive.bed stages. Village / shelter / wheat (#42, #43): - runtime/skills/build-shelter.js: village.build-shelter — real 3×3×3 resumable hut blueprint around the recorded base, places one block per loop, idempotent so an interrupted build resumes correctly, marks each placed block in the owned-blocks ledger. - runtime/skills/deposit-surplus.js: village.deposit-surplus opens the nearest chest and transfers surplus stacks while keeping a reserve of tools/food/bed. - runtime/skills/farm-wheat.js: farm.wheat does one step per call (till adjacent-to-water grass, plant seeds, or harvest ripe wheat). - runtime/curriculum.js: village.shelter milestone after base-site. Scheduler glitch (root of "always wander"): - runtime/bot.js: curriculum + locations are now computed BEFORE runTick. Previously they were stamped AFTER, so reflex.js saw snapshot.curriculum=undefined every tick and fell through to the wander fallback. Verified live: scheduler now dispatches gather.logs/gather.stone/craft.* by id via runSkill. Eat-spam: - runtime/reflex.js: eatReflex now checks inventory for actual food and updates lastEatAt on EVERY dispatch (not only successes), so a failed eat respects the 5 s cooldown instead of firing every tick. npm test 123/123. Validated live on play.xmatic.team (curriculum dispatched gather.logs via runSkill, recover hint switched to wander when no log in range). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
218 lines
6.6 KiB
JavaScript
218 lines
6.6 KiB
JavaScript
// Skill substrate. A skill is a small, self-contained, composable unit of
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// survival behaviour that the scheduler (today: reflex.js) can call with a
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// uniform contract. The contract — required by every skill in this folder:
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//
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// {
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// id: "namespace.action", // stable, machine-readable, e.g. "gather.logs"
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// title: "Human label",
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// timeoutMs: 45_000, // hard ceiling on execute()
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// preconditions(ctx) -> { ok, code?, detail? }
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// async execute(ctx, args) -> { ok, code, detail, worldDelta }
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// validate?(ctx, result) -> boolean // optional gate after execute
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// recover?(ctx, result) -> any | null // optional follow-up hint
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// }
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//
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// The runSkill() wrapper enforces the timeout, normalises the result shape
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// (so any caller can rely on the five required fields), runs validate(), and
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// calls recover() on failure for the scheduler to consume.
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//
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// Skills are pure with respect to the runtime — they never read or write
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// state-store directly; their `worldDelta` is the only way they communicate
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// observed changes back to the scheduler, which then decides what to log.
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import { info, warn } from "../log.js";
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import { skill as chopLogs } from "./chop-logs.js";
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import { skill as eat } from "./eat.js";
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import { skill as wander } from "./wander.js";
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import { skill as gatherStone } from "./gather-stone.js";
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import { skill as gatherWool } from "./gather-wool.js";
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import { skill as chooseBase } from "./choose-base.js";
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import { skill as buildShelter } from "./build-shelter.js";
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import { skill as depositSurplus } from "./deposit-surplus.js";
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import { skill as farmWheat } from "./farm-wheat.js";
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import {
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craftPlanksSkill,
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craftSticksSkill,
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craftWoodenAxeSkill,
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craftWoodenPickaxeSkill,
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craftWoodenSwordSkill,
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craftStoneAxeSkill,
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craftStonePickaxeSkill,
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craftStoneSwordSkill,
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craftFurnaceSkill,
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craftChestSkill,
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craftTorchSkill,
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craftBedSkill,
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} from "./craft.js";
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const SKILLS = new Map();
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function register(skill) {
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if (!skill || typeof skill !== "object") throw new Error("skill: not an object");
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if (!skill.id || typeof skill.id !== "string") throw new Error("skill: missing id");
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if (typeof skill.execute !== "function") throw new Error(`skill ${skill.id}: missing execute`);
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if (typeof skill.preconditions !== "function") throw new Error(`skill ${skill.id}: missing preconditions`);
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if (SKILLS.has(skill.id)) throw new Error(`skill ${skill.id}: already registered`);
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SKILLS.set(skill.id, skill);
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}
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register(chopLogs);
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register(eat);
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register(wander);
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register(gatherStone);
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register(gatherWool);
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register(chooseBase);
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register(buildShelter);
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register(depositSurplus);
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register(farmWheat);
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register(craftPlanksSkill);
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register(craftSticksSkill);
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register(craftWoodenAxeSkill);
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register(craftWoodenPickaxeSkill);
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register(craftWoodenSwordSkill);
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register(craftStoneAxeSkill);
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register(craftStonePickaxeSkill);
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register(craftStoneSwordSkill);
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register(craftFurnaceSkill);
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register(craftChestSkill);
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register(craftTorchSkill);
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register(craftBedSkill);
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export function listSkills() {
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return Array.from(SKILLS.values()).map((s) => ({
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id: s.id,
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title: s.title ?? s.id,
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timeoutMs: s.timeoutMs ?? 30_000,
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}));
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}
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export function getSkill(id) {
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return SKILLS.get(id) ?? null;
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}
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// Stable failure codes the wrapper itself can emit. Skills may emit any
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// additional codes — but these are the ones runSkill produces.
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export const RUNNER_CODES = Object.freeze({
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UNKNOWN_SKILL: "unknown_skill",
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PRECONDITION_FAILED: "precondition_failed",
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TIMEOUT: "timeout",
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THREW: "threw",
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VALIDATION_FAILED: "validation_failed",
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DONE: "done",
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});
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function normaliseResult(res, fallbackCode) {
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const ok = !!res?.ok;
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return {
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ok,
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code: res?.code ?? (ok ? RUNNER_CODES.DONE : fallbackCode ?? "failed"),
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detail: res?.detail ?? null,
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worldDelta: res?.worldDelta ?? null,
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};
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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}ms`)), 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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// Drive one skill through its full lifecycle. The caller (typically reflex.js
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// or, eventually, a higher-level scheduler) decides when to invoke; runSkill
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// only owns the contract enforcement.
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export async function runSkill(id, ctx, args = {}) {
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const skill = SKILLS.get(id);
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if (!skill) {
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warn("skill", `unknown skill ${id}`);
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return { ok: false, code: RUNNER_CODES.UNKNOWN_SKILL, detail: id, worldDelta: null };
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}
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let pre;
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try {
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pre = skill.preconditions(ctx, args) ?? { ok: true };
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} catch (e) {
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return {
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ok: false,
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code: RUNNER_CODES.PRECONDITION_FAILED,
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detail: `preconditions threw: ${e.message}`,
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worldDelta: null,
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};
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}
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if (!pre.ok) {
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return {
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ok: false,
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code: pre.code ?? RUNNER_CODES.PRECONDITION_FAILED,
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detail: pre.detail ?? "preconditions failed",
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worldDelta: null,
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};
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}
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const timeoutMs = skill.timeoutMs ?? 30_000;
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let raw;
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try {
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raw = await withTimeout(skill.execute(ctx, args), timeoutMs, `skill(${id})`);
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} catch (e) {
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const isTimeout = /timed out after/.test(e.message);
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const result = {
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ok: false,
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code: isTimeout ? RUNNER_CODES.TIMEOUT : RUNNER_CODES.THREW,
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detail: e.message,
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worldDelta: null,
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};
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if (typeof skill.recover === "function") {
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try {
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result.recovery = skill.recover(ctx, result) ?? null;
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} catch (recoverErr) {
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warn("skill", `${id}.recover threw: ${recoverErr.message}`);
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}
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}
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return result;
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}
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const result = normaliseResult(raw);
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if (result.ok && typeof skill.validate === "function") {
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let valid;
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try {
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valid = skill.validate(ctx, result);
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} catch (e) {
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warn("skill", `${id}.validate threw: ${e.message}`);
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valid = false;
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}
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if (!valid) {
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const failed = {
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ok: false,
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code: RUNNER_CODES.VALIDATION_FAILED,
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detail: result.detail,
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worldDelta: result.worldDelta,
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};
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if (typeof skill.recover === "function") {
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try {
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failed.recovery = skill.recover(ctx, failed) ?? null;
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} catch (e) {
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warn("skill", `${id}.recover threw: ${e.message}`);
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}
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}
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return failed;
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}
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}
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if (!result.ok && typeof skill.recover === "function") {
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try {
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result.recovery = skill.recover(ctx, result) ?? null;
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} catch (e) {
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warn("skill", `${id}.recover threw: ${e.message}`);
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}
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}
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info("skill", `${id} → ${result.code}${result.detail ? ` (${JSON.stringify(result.detail).slice(0, 80)})` : ""}`);
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return result;
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}
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// For tests: lets a unit test register a synthetic skill without touching
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// the production registry. Returns a teardown function.
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export function _registerForTest(skill) {
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register(skill);
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return () => SKILLS.delete(skill.id);
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}
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