Files
pepa-pi-bot/runtime/skills/index.js
T
mayatnikovandClaude Opus 4.7 29542f0559 fix(runtime): unstick scheduler + chop + sleep + bed/shelter/farm skills
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>
2026-05-26 11:12:21 +03:00

218 lines
6.6 KiB
JavaScript

// Skill substrate. A skill is a small, self-contained, composable unit of
// survival behaviour that the scheduler (today: reflex.js) can call with a
// uniform contract. The contract — required by every skill in this folder:
//
// {
// id: "namespace.action", // stable, machine-readable, e.g. "gather.logs"
// title: "Human label",
// timeoutMs: 45_000, // hard ceiling on execute()
// preconditions(ctx) -> { ok, code?, detail? }
// async execute(ctx, args) -> { ok, code, detail, worldDelta }
// validate?(ctx, result) -> boolean // optional gate after execute
// recover?(ctx, result) -> any | null // optional follow-up hint
// }
//
// The runSkill() wrapper enforces the timeout, normalises the result shape
// (so any caller can rely on the five required fields), runs validate(), and
// calls recover() on failure for the scheduler to consume.
//
// Skills are pure with respect to the runtime — they never read or write
// state-store directly; their `worldDelta` is the only way they communicate
// observed changes back to the scheduler, which then decides what to log.
import { info, warn } from "../log.js";
import { skill as chopLogs } from "./chop-logs.js";
import { skill as eat } from "./eat.js";
import { skill as wander } from "./wander.js";
import { skill as gatherStone } from "./gather-stone.js";
import { skill as gatherWool } from "./gather-wool.js";
import { skill as chooseBase } from "./choose-base.js";
import { skill as buildShelter } from "./build-shelter.js";
import { skill as depositSurplus } from "./deposit-surplus.js";
import { skill as farmWheat } from "./farm-wheat.js";
import {
craftPlanksSkill,
craftSticksSkill,
craftWoodenAxeSkill,
craftWoodenPickaxeSkill,
craftWoodenSwordSkill,
craftStoneAxeSkill,
craftStonePickaxeSkill,
craftStoneSwordSkill,
craftFurnaceSkill,
craftChestSkill,
craftTorchSkill,
craftBedSkill,
} from "./craft.js";
const SKILLS = new Map();
function register(skill) {
if (!skill || typeof skill !== "object") throw new Error("skill: not an object");
if (!skill.id || typeof skill.id !== "string") throw new Error("skill: missing id");
if (typeof skill.execute !== "function") throw new Error(`skill ${skill.id}: missing execute`);
if (typeof skill.preconditions !== "function") throw new Error(`skill ${skill.id}: missing preconditions`);
if (SKILLS.has(skill.id)) throw new Error(`skill ${skill.id}: already registered`);
SKILLS.set(skill.id, skill);
}
register(chopLogs);
register(eat);
register(wander);
register(gatherStone);
register(gatherWool);
register(chooseBase);
register(buildShelter);
register(depositSurplus);
register(farmWheat);
register(craftPlanksSkill);
register(craftSticksSkill);
register(craftWoodenAxeSkill);
register(craftWoodenPickaxeSkill);
register(craftWoodenSwordSkill);
register(craftStoneAxeSkill);
register(craftStonePickaxeSkill);
register(craftStoneSwordSkill);
register(craftFurnaceSkill);
register(craftChestSkill);
register(craftTorchSkill);
register(craftBedSkill);
export function listSkills() {
return Array.from(SKILLS.values()).map((s) => ({
id: s.id,
title: s.title ?? s.id,
timeoutMs: s.timeoutMs ?? 30_000,
}));
}
export function getSkill(id) {
return SKILLS.get(id) ?? null;
}
// Stable failure codes the wrapper itself can emit. Skills may emit any
// additional codes — but these are the ones runSkill produces.
export const RUNNER_CODES = Object.freeze({
UNKNOWN_SKILL: "unknown_skill",
PRECONDITION_FAILED: "precondition_failed",
TIMEOUT: "timeout",
THREW: "threw",
VALIDATION_FAILED: "validation_failed",
DONE: "done",
});
function normaliseResult(res, fallbackCode) {
const ok = !!res?.ok;
return {
ok,
code: res?.code ?? (ok ? RUNNER_CODES.DONE : fallbackCode ?? "failed"),
detail: res?.detail ?? null,
worldDelta: res?.worldDelta ?? null,
};
}
function withTimeout(promise, ms, label) {
let timer;
const timeout = new Promise((_, reject) => {
timer = setTimeout(() => reject(new Error(`${label} timed out after ${ms}ms`)), ms);
});
return Promise.race([promise, timeout]).finally(() => clearTimeout(timer));
}
// Drive one skill through its full lifecycle. The caller (typically reflex.js
// or, eventually, a higher-level scheduler) decides when to invoke; runSkill
// only owns the contract enforcement.
export async function runSkill(id, ctx, args = {}) {
const skill = SKILLS.get(id);
if (!skill) {
warn("skill", `unknown skill ${id}`);
return { ok: false, code: RUNNER_CODES.UNKNOWN_SKILL, detail: id, worldDelta: null };
}
let pre;
try {
pre = skill.preconditions(ctx, args) ?? { ok: true };
} catch (e) {
return {
ok: false,
code: RUNNER_CODES.PRECONDITION_FAILED,
detail: `preconditions threw: ${e.message}`,
worldDelta: null,
};
}
if (!pre.ok) {
return {
ok: false,
code: pre.code ?? RUNNER_CODES.PRECONDITION_FAILED,
detail: pre.detail ?? "preconditions failed",
worldDelta: null,
};
}
const timeoutMs = skill.timeoutMs ?? 30_000;
let raw;
try {
raw = await withTimeout(skill.execute(ctx, args), timeoutMs, `skill(${id})`);
} catch (e) {
const isTimeout = /timed out after/.test(e.message);
const result = {
ok: false,
code: isTimeout ? RUNNER_CODES.TIMEOUT : RUNNER_CODES.THREW,
detail: e.message,
worldDelta: null,
};
if (typeof skill.recover === "function") {
try {
result.recovery = skill.recover(ctx, result) ?? null;
} catch (recoverErr) {
warn("skill", `${id}.recover threw: ${recoverErr.message}`);
}
}
return result;
}
const result = normaliseResult(raw);
if (result.ok && typeof skill.validate === "function") {
let valid;
try {
valid = skill.validate(ctx, result);
} catch (e) {
warn("skill", `${id}.validate threw: ${e.message}`);
valid = false;
}
if (!valid) {
const failed = {
ok: false,
code: RUNNER_CODES.VALIDATION_FAILED,
detail: result.detail,
worldDelta: result.worldDelta,
};
if (typeof skill.recover === "function") {
try {
failed.recovery = skill.recover(ctx, failed) ?? null;
} catch (e) {
warn("skill", `${id}.recover threw: ${e.message}`);
}
}
return failed;
}
}
if (!result.ok && typeof skill.recover === "function") {
try {
result.recovery = skill.recover(ctx, result) ?? null;
} catch (e) {
warn("skill", `${id}.recover threw: ${e.message}`);
}
}
info("skill", `${id}${result.code}${result.detail ? ` (${JSON.stringify(result.detail).slice(0, 80)})` : ""}`);
return result;
}
// For tests: lets a unit test register a synthetic skill without touching
// the production registry. Returns a teardown function.
export function _registerForTest(skill) {
register(skill);
return () => SKILLS.delete(skill.id);
}