Implements the vNext architecture from the research doc: demote the noisy
multi-rail planner in favour of a closed loop (world truth → invariant check)
plus a single utility-driven goal authority.
L1 services (fix no_drop / silent pathfinder hang first):
- InventoryLedger: diff-based "did I actually get it" verifier; acquire-food
now confirms via ledger.gainedSince instead of the unreliable count/event.
- MotionService.gotoSafe: wall-clock timeout + progress watchdog +
path_update(noPath/timeout) → structured {reached|stuck|timeout|nopath}.
L3 plan — unify the three competing rails (curriculum/manifesto/storyline):
- Settlement Contract: ordered M0–M9 milestones, each invariant-checked
against an authoritative world view (early steps delegate to the proven
curriculum; late game adds farming).
- InvariantChecker + predicate library; GoalManager selects the lowest unmet
milestone via utility argmax (food-urgency preempts, DEPS-style).
- Wired into the scheduler: bot.js precomputes snapshot.contract; reflex.js
consumes it in place of the storyline rail. Manifesto L0 still preempts.
Eval + robustness:
- Village Score (single 0..1 metric) on the snapshot + TUI "build" line.
- survive.dig-in skill + dusk_dig_in mode (exposed at night, no bed → cover).
- approach_block helper (GoalNear + lookAt, avoids GoalLookAtBlock #341).
+28 new tests (450 total green). LLM remains entirely off the tick path.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
234 lines
8.1 KiB
JavaScript
234 lines
8.1 KiB
JavaScript
// survive.acquire-food — turn "hungry and no edible item" into a concrete
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// world action. The first implementation is intentionally conservative:
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// pick up nearby drops if they are already visible, otherwise hunt a nearby
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// passive animal. It does not harvest player-looking crops.
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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import { info, warn } from "../log.js";
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import { foods } from "./groups.js";
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import { blindWalkOrTunnelOut } from "./explore-far.js";
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const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
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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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function setMovementsForTravel(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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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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function foodCount(bot) {
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const allowed = foods(bot);
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return bot.inventory.items().reduce((sum, item) => allowed.has(item.name) ? sum + item.count : sum, 0);
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}
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// Success here is "did edible food actually enter the inventory". Trusting the
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// `playerCollect` event or `nearestEntity` going away is what produced the live
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// `no_drop` false-failures (research §A.4). When the InventoryLedger is wired
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// (ctx.ledger) we verify by diff against a baseline; otherwise we fall back to
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// a local before/after count so the skill still works in unit tests.
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function makeFoodTracker(ctx, bot) {
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const isFood = (name) => foods(bot).has(name);
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if (ctx?.ledger) {
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ctx.ledger.update(bot);
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const base = ctx.ledger.mark();
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return {
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mode: "ledger",
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gained() {
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ctx.ledger.update(bot);
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return ctx.ledger.gainedSince(base, isFood);
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},
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};
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}
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const before = foodCount(bot);
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return { mode: "count", gained: () => foodCount(bot) - before };
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}
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function nearestPassiveFoodMob(bot, maxDistance = 32) {
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const here = bot?.entity?.position;
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if (!here) return null;
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let best = null;
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for (const e of Object.values(bot.entities ?? {})) {
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if (!e?.position || !PASSIVE_FOOD_MOBS.has(e.name)) continue;
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const d = e.position.distanceTo(here);
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if (d > maxDistance) continue;
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if (!best || d < best.distance) best = { entity: e, distance: d };
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}
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return best;
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}
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function nearbyDroppedItems(bot, maxDistance = 8) {
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const here = bot?.entity?.position;
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if (!here) return [];
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return Object.values(bot.entities ?? {})
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.filter((e) => e?.position && (e.type === "object" || e.name === "item"))
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.map((e) => ({ entity: e, distance: e.position.distanceTo(here) }))
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.filter((e) => e.distance <= maxDistance)
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.sort((a, b) => a.distance - b.distance);
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}
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function horizontalDistance(a, b) {
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return Math.hypot((b?.x ?? 0) - (a?.x ?? 0), (b?.z ?? 0) - (a?.z ?? 0));
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}
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function yawToward(from, to) {
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if (!from || !to) return null;
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const dx = to.x - from.x;
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const dz = to.z - from.z;
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if (Math.hypot(dx, dz) < 0.5) return null;
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return -Math.atan2(dx, dz);
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}
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async function fallbackApproachFoodMob(bot, target, err) {
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try { bot.pathfinder?.stop?.(); } catch {}
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const start = bot.entity.position.clone?.() ?? { ...bot.entity.position };
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const alreadyMoved = horizontalDistance(start, bot.entity.position);
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if (alreadyMoved >= 4) {
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return { ok: true, moved: alreadyMoved, mode: "pathfinder_partial", error: err?.message ?? "path failed" };
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}
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const yaw = yawToward(bot.entity.position, target.entity.position);
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if (yaw === null) return { ok: false, moved: 0, error: err?.message ?? "path failed" };
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const blind = await blindWalkOrTunnelOut(bot, {
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yaw,
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dirName: `toward-${target.entity.name}`,
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blindMs: 8_000,
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minMove: 4,
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reason: `acquire-food target ${target.entity.name}`,
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});
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const moved = horizontalDistance(start, bot.entity.position);
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if (blind.ok || moved >= 4) {
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return { ok: true, moved, mode: "blind_target", error: err?.message ?? "path failed" };
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}
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return { ok: false, moved, error: err?.message ?? "path failed" };
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}
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async function pickupNearbyDrops(bot) {
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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let picked = 0;
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for (const { entity } of nearbyDroppedItems(bot, 8).slice(0, 6)) {
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalNear(entity.position.x, entity.position.y, entity.position.z, 1)),
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8_000,
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"gotoDrop",
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);
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picked++;
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} catch {}
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}
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if (picked > 0) await new Promise((r) => setTimeout(r, 600));
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return picked;
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}
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export const skill = Object.freeze({
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id: "survive.acquire-food",
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title: "Acquire a basic food item",
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timeoutMs: 75_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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if (foodCount(ctx.bot) > 0) return { ok: false, code: "already_have", detail: "already carrying edible food" };
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if (nearestPassiveFoodMob(ctx.bot) || nearbyDroppedItems(ctx.bot, 8).length > 0) return { ok: true };
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return { ok: false, code: "no_target", detail: "no nearby food drops or passive food mobs" };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const track = makeFoodTracker(ctx, bot);
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const picked = await pickupNearbyDrops(bot);
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const dropGain = track.gained();
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if (dropGain > 0) {
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return {
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ok: true,
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code: "done",
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detail: { source: "drop", picked, verify: track.mode },
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worldDelta: { acquiredFood: dropGain, source: "drop" },
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};
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}
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const target = nearestPassiveFoodMob(bot);
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if (!target) return { ok: false, code: "no_target", detail: "no passive food mob visible", worldDelta: null };
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalFollow(target.entity, 2)),
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30_000,
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"pathToFoodMob",
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);
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} catch (e) {
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const approached = await fallbackApproachFoodMob(bot, target, e);
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const current = Object.values(bot.entities ?? {}).find((entity) => entity.id === target.entity.id);
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const dist = current?.position?.distanceTo(bot.entity.position) ?? Infinity;
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if (!approached.ok) return { ok: false, code: "no_path", detail: e.message, worldDelta: null };
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if (dist > 4) {
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return {
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ok: false,
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code: "approached_target",
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detail: { target: target.entity.name, moved: Math.round(approached.moved), mode: approached.mode, error: approached.error },
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worldDelta: { moved: Math.round(approached.moved), target: target.entity.name, mode: approached.mode },
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};
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}
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}
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info("action", `survive.acquire-food: hunting ${target.entity.name} (${target.distance.toFixed(1)}m)`);
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try {
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for (let i = 0; i < 8; i++) {
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const current = Object.values(bot.entities ?? {}).find((e) => e.id === target.entity.id);
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if (!current) break;
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if (current.position.distanceTo(bot.entity.position) > 4) {
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try {
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await withTimeout(
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bot.pathfinder.goto(new goals.GoalFollow(current, 2)),
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8_000,
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"repathFoodMob",
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);
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} catch {}
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}
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bot.attack(current);
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await new Promise((r) => setTimeout(r, 700));
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}
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await new Promise((r) => setTimeout(r, 1_000));
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await pickupNearbyDrops(bot);
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const huntGain = track.gained();
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if (huntGain <= 0) {
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return { ok: false, code: "no_drop", detail: `hunted ${target.entity.name} but found no edible drop`, worldDelta: null };
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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: { source: "hunt", mob: target.entity.name, gained: huntGain, verify: track.mode },
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worldDelta: { acquiredFood: huntGain, source: "hunt", mob: target.entity.name },
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};
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} catch (e) {
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warn("action", `survive.acquire-food failed: ${e.message}`);
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return { ok: false, code: "failed", detail: e.message, worldDelta: null };
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}
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},
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recover(ctx, result) {
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if (result.code === "no_target" || result.code === "no_path" || result.code === "approached_target" || result.code === "no_drop") {
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return { hint: "scout-food", reason: "need a long-range food search, not local acquire-food retry" };
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}
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return null;
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},
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});
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export const _internal = { foodCount, nearestPassiveFoodMob, yawToward, horizontalDistance };
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