Files
pepa-pi-bot/runtime/skills/chop-logs.js
T
mayatnikovandClaude Opus 4.7 86f0c1799e fix(runtime): pin MC_VERSION=1.21.4 + ground-truth probe + close-loop dig
Two-pronged response to user-confirmed "bot stands still, doesn't actually
chop" on play.xmatic.team:

1. Pin protocol — .env now sets MC_VERSION=1.21.4. minecraft-data has
   wrong packet ID mappings for protocol 775 (server 26.1.2 via
   ViaBackwards 5.9.1) — see mineflayer#3888 and #3717. 1.21.5 also has
   an enchants decoder bug that breaks bot.dig. 1.21.4 is the last
   protocol mineflayer 4.37.1 can speak cleanly through VIA.

2. Don't trust dig success — runtime/actions.js chopNearestTree and
   runtime/skills/gather-stone.js now lookAt(face center)+forceLook,
   await collectBlock, then re-read the target block. If the log/stone
   is STILL there, return ok:false code:"silent_dig_failure" and
   blacklist the position. Prevents the curriculum from reporting
   "wood.16 in progress" while the world hasn't actually changed.

3. Defensive default — runtime/movement-profiles.js: canDig=false on
   every profile until dig is confirmed working live. Otherwise
   pathfinder schedules paths through must-dig blocks and the bot loops.

4. Ground-truth probe — runtime/skills/diagnose-physics.js dispatches
   forward/jump/dig probes and writes the result to the diary. New
   IPC command cmd:run-skill lets the operator (or a future curriculum
   trigger) fire any skill on demand; it waits for the current action
   to finish before dispatching. /tmp/pepa-runskill.mjs is a one-shot
   client.

Live probe on play.xmatic.team confirmed: forward Δ=0.003 over 2s
(BROKEN — server rejects movement packets), jump ΔY=0.42 (likely
physics jitter, not a real jump). Strongly suggests an anti-cheat
plugin gating bot-style movements server-side — beyond protocol pin.

npm test 124/124.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 11:51:43 +03:00

59 lines
1.8 KiB
JavaScript

// gather.logs — find the nearest log block matching the server's log
// registry, path to it, mine it. Wraps the existing actions.js primitive
// while exposing the survival-skill contract (preconditions, timeout,
// structured worldDelta, recovery hint).
import { chopNearestTree } from "../actions.js";
import { logs as logBlocks } from "./groups.js";
export const skill = Object.freeze({
id: "gather.logs",
title: "Gather logs",
timeoutMs: 60_000,
preconditions(ctx) {
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
const known = logBlocks(ctx.bot);
if (known.size === 0) {
return { ok: false, code: "unsupported_version", detail: "no log blocks in registry" };
}
return { ok: true };
},
async execute(ctx) {
const res = await chopNearestTree(ctx.bot);
if (res.ok) {
return {
ok: true,
code: "done",
detail: res.detail,
worldDelta: {
choppedAt: res.detail?.at ?? null,
logType: res.detail?.logType ?? null,
},
};
}
const msg = String(res.detail ?? "");
// res.code can come straight from actions.js (silent_dig_failure),
// otherwise we classify from the detail string.
const code = res.code
? res.code
: (msg.includes("no reachable log") || msg.includes("no log within"))
? "no_target"
: msg.includes("timed out")
? "timeout"
: "failed";
return { ok: false, code, detail: res.detail, worldDelta: null };
},
validate(ctx, result) {
return result.ok && !!result.worldDelta?.logType;
},
recover(ctx, result) {
// Tell the caller: if there was no reachable log, switching to wander
// for ~60 s is the right next move — same heuristic the autonomous
// reflex already uses.
if (result.code === "no_target") {
return { hint: "wander", reason: "no log within 32 blocks" };
}
return null;
},
});