Files
pepa-pi-bot/runtime/actions.js
T
ee2b4c26eb feat(runtime): real reflex bodies + auto-escalation + operator chat (#5)
runtime/actions.js — Mineflayer wrappers with hard timeouts and structured
{ok, detail} returns:
  - attackNearest: equip best melee, lookAt, single swing per call
  - fleeFrom: lazy-load pathfinder, walk N blocks away (canDig=false to
    avoid burrowing through walls under panic)
  - eatBestFood: scan inventory by FOOD_PRIORITY, equip + consume
  - sleepInBed: find nearest placed bed within 16 blocks, path to it, sleep
  - goTo: pathfinder.goto for operator come/follow

runtime/reflex.js — bodies now dispatch real actions via ctx.dispatch:
  - operator-goal (highest): satisfy come/follow command
  - defend: ≤4m attack, ≤12m + low HP/many hostiles flee
  - eat: food < 16 + 5s cooldown
  - sleep: night + safe + 30s retry cooldown
  - idle: heartbeat every 20th tick
Reflex returns "skipped" when ctx.busy so we don't count busy ticks as
either productive or noop in the escalation counter.

runtime/bot.js:
  - ctx.dispatch fire-and-forget wrapper with busy gate, onComplete hook
  - consecutiveNoops counter; after ESCALATE_AFTER_NOOPS (=20, ~1 min at
    tick=3s), askPi with the current snapshot. 10-min cooldown.
  - operator chat handler: parses `<botname> <verb>` messages from
    OPERATOR_USERNAMES. Verbs: status, pause, resume, stop, come.
  - Death drops any pending operator goal.

Smoke-tested live against play.xmatic.team:25565: bot connected, logged
in via AuthMe, reflex chain dispatched flee/sleep, hard timeout fired
when pathfinder couldn't reach the flee target (expected — no usable
ground path in dark_forest at this spawn).

Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 16:11:53 +03:00

263 lines
7.1 KiB
JavaScript

// Mineflayer action primitives. Each function is async, has a hard timeout,
// catches its own errors, and returns { ok: boolean, detail?: any }.
// Actions are dispatched from the reflex layer via ctx.dispatch — never
// awaited inline in a tick, because they may take seconds.
import pathfinderPkg from "mineflayer-pathfinder";
const { pathfinder, goals, Movements } = pathfinderPkg;
import { info, warn } from "./log.js";
// Hard timeout wrapper. Mineflayer goals (pathfinder, pvp targeting) can hang
// when the goal is unreachable; without a ceiling the whole reflex chain stops.
function withTimeout(promise, ms, label) {
return Promise.race([
Promise.resolve(promise),
new Promise((_, reject) =>
setTimeout(() => reject(new Error(`${label} timed out after ${ms / 1000}s`)), ms),
),
]);
}
// Mineflayer ships with the pathfinder plugin externally — but we need to
// ensure it's loaded exactly once per bot. The reflex bot doesn't auto-load
// it the way mineflayer-bridge.ts did, so we lazy-load here.
let pluginLoaded = new WeakSet();
function ensurePathfinder(bot) {
if (pluginLoaded.has(bot)) return;
bot.loadPlugin(pathfinder);
pluginLoaded.add(bot);
}
// ---- combat ----------------------------------------------------------------
const MELEE_WEAPONS = [
"netherite_sword",
"diamond_sword",
"iron_sword",
"stone_sword",
"golden_sword",
"wooden_sword",
"netherite_axe",
"diamond_axe",
"iron_axe",
"stone_axe",
"golden_axe",
"wooden_axe",
];
async function equipBestMelee(bot) {
for (const name of MELEE_WEAPONS) {
const item = bot.inventory.items().find((i) => i.name === name);
if (item) {
try {
await bot.equip(item, "hand");
return name;
} catch {
// keep trying
}
}
}
return null;
}
export async function attackNearest(bot, hostileType) {
const target = Object.values(bot.entities).find(
(e) => (hostileType ? e.name === hostileType : isHostile(e)) && e.position.distanceTo(bot.entity.position) <= 4,
);
if (!target) return { ok: false, detail: "no target in reach" };
const weapon = await equipBestMelee(bot);
info("action", `attack: target=${target.name} dist=${target.position.distanceTo(bot.entity.position).toFixed(1)} weapon=${weapon ?? "fists"}`);
try {
// Look at target then swing. Single hit per call — reflex tick re-fires
// until the target is dead or out of range.
await withTimeout(bot.lookAt(target.position.offset(0, target.height ?? 1, 0)), 2000, "lookAt");
bot.attack(target);
return { ok: true, detail: { target: target.name, weapon } };
} catch (e) {
warn("action", `attack failed: ${e.message}`);
return { ok: false, detail: e.message };
}
}
// ---- flee ------------------------------------------------------------------
export async function fleeFrom(bot, fromEntity, distance = 16) {
ensurePathfinder(bot);
const from = fromEntity?.position ?? bot.entity.position;
const here = bot.entity.position;
// vector away
const dx = here.x - from.x;
const dz = here.z - from.z;
const len = Math.hypot(dx, dz) || 1;
const tx = Math.round(here.x + (dx / len) * distance);
const tz = Math.round(here.z + (dz / len) * distance);
const ty = Math.round(here.y);
info("action", `flee: from=${fromEntity?.name ?? "?"}${tx},${ty},${tz}`);
const movements = new Movements(bot);
movements.canDig = false;
movements.allow1by1towers = false;
bot.pathfinder.setMovements(movements);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(tx, ty, tz, 1)),
30_000,
`fleeFrom(${fromEntity?.name})`,
);
return { ok: true, detail: { to: { x: tx, y: ty, z: tz } } };
} catch (e) {
warn("action", `flee failed: ${e.message}`);
return { ok: false, detail: e.message };
}
}
// ---- food ------------------------------------------------------------------
const FOOD_PRIORITY = [
"cooked_beef",
"cooked_porkchop",
"cooked_mutton",
"cooked_chicken",
"cooked_rabbit",
"cooked_salmon",
"cooked_cod",
"baked_potato",
"bread",
"carrot",
"apple",
"sweet_berries",
"melon_slice",
"beef",
"porkchop",
"chicken",
"mutton",
];
function findFood(bot) {
for (const name of FOOD_PRIORITY) {
const item = bot.inventory.items().find((i) => i.name === name);
if (item) return item;
}
// fallback: anything with food value via mc-data is too brittle; we accept
// only the priority list to avoid accidentally eating poisonous spider eyes.
return null;
}
export async function eatBestFood(bot) {
const item = findFood(bot);
if (!item) return { ok: false, detail: "no food in inventory" };
info("action", `eat: ${item.name}`);
try {
await withTimeout(bot.equip(item, "hand"), 3000, "equip food");
await withTimeout(bot.consume(), 15_000, "consume");
return { ok: true, detail: { ate: item.name } };
} catch (e) {
warn("action", `eat failed: ${e.message}`);
return { ok: false, detail: e.message };
}
}
// ---- sleep -----------------------------------------------------------------
const BED_NAMES = [
"red_bed",
"white_bed",
"orange_bed",
"yellow_bed",
"lime_bed",
"green_bed",
"cyan_bed",
"light_blue_bed",
"blue_bed",
"purple_bed",
"magenta_bed",
"pink_bed",
"brown_bed",
"gray_bed",
"light_gray_bed",
"black_bed",
];
export async function sleepInBed(bot) {
// Already in a bed?
if (bot.isSleeping) return { ok: true, detail: "already sleeping" };
// Find a nearby placed bed first.
const bedBlock = bot.findBlock({
matching: (b) => BED_NAMES.includes(b?.name),
maxDistance: 16,
});
if (bedBlock) {
info("action", `sleep: nearest bed at ${bedBlock.position.x},${bedBlock.position.y},${bedBlock.position.z}`);
ensurePathfinder(bot);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(bedBlock.position.x, bedBlock.position.y, bedBlock.position.z, 2)),
15_000,
"goto bed",
);
await withTimeout(bot.sleep(bedBlock), 10_000, "bot.sleep");
return { ok: true, detail: { bedAt: bedBlock.position } };
} catch (e) {
warn("action", `sleep failed: ${e.message}`);
return { ok: false, detail: e.message };
}
}
// No placed bed — try placing one if we carry one. Skip — we don't want to
// invent a base location accidentally. Future: only place when at our base
// per locations.json.
return { ok: false, detail: "no bed in range and won't place blindly" };
}
// ---- navigation (for operator come/follow) --------------------------------
export async function goTo(bot, x, y, z, minDistance = 2) {
ensurePathfinder(bot);
info("action", `goTo: ${x},${y},${z} (min ${minDistance})`);
try {
await withTimeout(
bot.pathfinder.goto(new goals.GoalNear(x, y, z, minDistance)),
60_000,
`goTo(${x},${y},${z})`,
);
return { ok: true, detail: { x, y, z } };
} catch (e) {
warn("action", `goTo failed: ${e.message}`);
return { ok: false, detail: e.message };
}
}
// ---- helpers ---------------------------------------------------------------
const HOSTILE_NAMES = new Set([
"zombie",
"skeleton",
"creeper",
"spider",
"witch",
"pillager",
"vindicator",
"husk",
"stray",
"drowned",
"phantom",
"enderman",
"slime",
"magma_cube",
"hoglin",
"piglin_brute",
"ravager",
"warden",
"breeze",
"bogged",
]);
export function isHostile(entity) {
return HOSTILE_NAMES.has((entity?.name || "").toLowerCase());
}