Root cause of "bot just stands still": every gather.* skill was using
bot.findBlock({ matching: (b) => names.includes(b.name) }), and under
mineflayer 1.21.4 + ViaBackwards the Block objects fed into the
callback have a wrong .name field (Block.type / numeric id is still
correct — this is mineflayer issue #2347). Every search returned null,
every skill reported "no_target", reflex looped wander → tunnel-out
forever. The bot's logs said "dispatch ok" while the operator watched
it pace in circles.
Proven live with a new diag.match skill on play.xmatic.team:
findBlocks({matching: numericIds}) → 50 hits
findBlocks({matching: (b) => b.name === ...}) → 0 hits ← the bug
findBlock({matching: (b) => b.name === ...}) → null ← the bug
findBlock({matching: numericIds}) → dark_oak_log @ (606,62,110)
After this fix the same bot from the same spawn dispatches gather.logs
and reaches the chop loop ("chop: dark_oak_log at 606,62,110 (tool=fists)")
instead of returning "no reachable log within 64 blocks".
Changes:
- runtime/perception.js (new): findBlocksByName / findNearestBlockByName
centralise the numeric-id workaround for any future skill.
- runtime/actions.js: chopNearestTree, sleepInBed, placeCraftingTable now
use perception. Also load mineflayer-tool plugin alongside collectblock
(collectblock 1.6 hard-requires bot.tool to dispatch a dig).
- gather-stone, gather-wool, deposit-surplus rewritten to numeric-id
search. gather-wool also loads mineflayer-tool.
- diagnose-scan.js (new): two diagnostic skills — diag.scan reports
findBlocks counts per radius for common blocks; diag.match cross-tests
the four matcher styles so this regression can be re-proven on demand.
- runtime/skills/index.js: registers diag.scan + diag.match.
Memory: project_findblock_callback_broken_under_viabackwards.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
119 lines
4.2 KiB
JavaScript
119 lines
4.2 KiB
JavaScript
// diag.scan / diag.match — ground-truth probes of bot.findBlock(s).
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// Counts how many instances of common blocks are visible at increasing
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// radii. Lets the operator (or a stuck detector) tell two failure modes
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// apart:
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//
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// case A: grass_block.32 > 0 but oak_log.96 = 0 → world has no trees
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// case B: grass_block.32 = 0 → findBlocks itself is broken (mineflayer
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// issue #2347 under ViaBackwards), and
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// gather.* skills will silently no-op
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// forever no matter how far we walk.
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//
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// Writes nothing to journal. Always returns ok so it never wedges.
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const TYPES = ["grass_block", "dirt", "stone", "oak_log", "birch_log", "spruce_log", "jungle_log", "coal_ore", "iron_ore"];
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const RADII = [16, 32, 64, 96];
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const LOG_NAMES = ["oak_log", "dark_oak_log", "spruce_log", "birch_log", "jungle_log", "acacia_log", "mangrove_log", "cherry_log", "pale_oak_log"];
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export const matchSkill = Object.freeze({
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id: "diag.match",
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title: "Compare findBlock matcher styles for logs",
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timeoutMs: 15_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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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const mcData = bot.registry;
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const ids = LOG_NAMES.map((n) => mcData?.blocksByName?.[n]?.id).filter((x) => typeof x === "number");
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const r = 32;
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// Style A: numeric matching (what diag.scan uses, and what works)
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const a = (bot.findBlocks({ matching: ids, maxDistance: r, count: 50 }) || []).length;
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// Style B: callback matching by .name (what chopNearestTree uses, and what fails)
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const b = (bot.findBlocks({
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matching: (blk) => !!blk && !!blk.position && LOG_NAMES.includes(blk.name),
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maxDistance: r,
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count: 50,
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}) || []).length;
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// Style C: callback matching by .type (numeric id) — control
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const c = (bot.findBlocks({
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matching: (blk) => !!blk && ids.includes(blk.type),
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maxDistance: r,
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count: 50,
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}) || []).length;
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// Style D: singular findBlock with callback matcher (what chopNearestTree literally calls)
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const d = bot.findBlock({
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matching: (blk) => !!blk && !!blk.position && LOG_NAMES.includes(blk.name),
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maxDistance: r,
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});
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// Style E: singular findBlock with numeric id array
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const e = bot.findBlock({ matching: ids, maxDistance: r });
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return {
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ok: true,
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code: "match_done",
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detail: {
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ids,
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radius: r,
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A_findBlocks_numeric: a,
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B_findBlocks_callback_name: b,
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C_findBlocks_callback_type: c,
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D_findBlock_callback_name: d ? { name: d.name, type: d.type, pos: { x: d.position.x, y: d.position.y, z: d.position.z } } : null,
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E_findBlock_numeric: e ? { name: e.name, type: e.type, pos: { x: e.position.x, y: e.position.y, z: e.position.z } } : null,
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},
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worldDelta: null,
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};
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},
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});
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export const skill = Object.freeze({
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id: "diag.scan",
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title: "Scan for findBlocks visibility",
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timeoutMs: 20_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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return { ok: true };
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},
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async execute(ctx) {
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const bot = ctx.bot;
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const mcData = bot.registry;
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const here = bot.entity.position.clone();
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const report = {};
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for (const name of TYPES) {
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const blk = mcData?.blocksByName?.[name];
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if (!blk) {
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report[name] = { absent_in_registry: true };
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continue;
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}
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const perRadius = {};
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for (const r of RADII) {
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const hits = bot.findBlocks({ matching: blk.id, maxDistance: r, count: 50 }) || [];
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perRadius[r] = hits.length;
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}
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report[name] = perRadius;
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}
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// Also blockAt directly underfoot and 5-block ring scan: this bypasses
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// findBlocks entirely and proves whether the protocol decode is sane.
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const under = bot.blockAt(here.offset(0, -1, 0));
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const ring = {};
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for (let dx = -5; dx <= 5; dx++) {
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for (let dz = -5; dz <= 5; dz++) {
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const b = bot.blockAt(here.offset(dx, -1, dz));
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if (!b) continue;
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ring[b.name] = (ring[b.name] || 0) + 1;
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}
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}
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return {
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ok: true,
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code: "scan_done",
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detail: {
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pos: { x: +here.x.toFixed(1), y: +here.y.toFixed(1), z: +here.z.toFixed(1) },
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under: under?.name ?? null,
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ring_11x11_underfoot: ring,
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findBlocks: report,
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},
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worldDelta: null,
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};
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},
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});
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