Follow-up to the iteration-1 fixes. Live smoke on play.xmatic.team revealed the bot was spawning into a tree-less plain (no log within 32 blocks of spawn), looping wander→gather→no_target→wander forever inside a 16-block box. - runtime/actions.js: chopNearestTree search radius 32 → 64 (still no trees on this spawn, but a normal biome will be served well by it). wander now has a blind-walk fallback when pathfinder times out (look+forward+jump for 3 s) so the bot at least unsticks from leaves or pillars. Pathfinder timeout reduced 30 s → 15 s. - runtime/skills/explore-far.js: new explore.far skill — walks ~48 blocks in a quadrant (NE/SE/SW/NW, rotating per call) so successive hints actually circle the spawn instead of bouncing in place. Blind walk fallback included. - runtime/reflex.js: when the scheduler is told to wander twice in a row by gather.* recover hints, it now dispatches explore.far instead so the bot actually leaves the patch it's stuck in. Resets the consecutiveWanderHints counter on any success. - runtime/reflex.js (sleep): no longer dispatches when the bot has neither a bed in inventory NOR a known shelter/base location — saved one dispatch + 5-min cooldown per restart at night. - runtime/reflex.js (eat): inventory check + lastEatAt always updated fix the eat-spam loop observed live (every tick fired "eat" → "no food in inventory" → again). - runtime/skills/chop-logs.js: recognise "no log within ..." as no_target so the recover hint switches the bot to wander/explore. npm test 124/124. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
247 lines
6.6 KiB
JavaScript
247 lines
6.6 KiB
JavaScript
// Tests for the new curriculum-driven scheduler in runtime/reflex.js.
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// We exercise runTick with synthetic snapshots + a recording ctx so we can
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// assert which reflex fires and what gets dispatched.
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import { test } from "node:test";
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import assert from "node:assert/strict";
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import { runTick } from "./reflex.js";
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function makeCtx({
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snapshot,
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busy = false,
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bot = { entities: {}, entity: { position: { x: 0, y: 64, z: 0 } } },
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skillBackoff,
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lastEatAt = 0,
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lastSleepAttemptAt = 0,
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lastCurriculumAt = 0,
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} = {}) {
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const dispatches = [];
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const ctx = {
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bot,
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snapshot,
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busy,
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currentActionLabel: null,
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lastEatAt,
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lastSleepAttemptAt,
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lastCurriculumAt,
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skillBackoff,
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dispatch(fn, label, opts = {}) {
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dispatches.push({ label, opts });
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},
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};
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return { ctx, dispatches };
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}
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test("busy ctx returns skipped without dispatching", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: { connected: true, curriculum: { plan: { skillId: "gather.logs" } } },
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busy: true,
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currentActionLabel: "chopping",
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});
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const out = runTick(ctx);
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assert.equal(out.reflex, "busy");
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assert.equal(out.action, "skipped");
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assert.equal(dispatches.length, 0);
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});
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test("disconnected snapshot → no dispatch", () => {
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const { ctx, dispatches } = makeCtx({ snapshot: { connected: false } });
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const out = runTick(ctx);
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assert.equal(out, null);
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assert.equal(dispatches.length, 0);
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});
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test("defend wins over curriculum when hostile in melee", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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closestHostile: { name: "zombie", distance: 3 },
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curriculum: { plan: { skillId: "gather.logs" } },
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},
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});
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const out = runTick(ctx);
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assert.equal(out.reflex, "defend");
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assert.match(dispatches[0].label, /attack zombie/);
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});
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test("eat wins over curriculum when food low and bot has food in inventory", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 10,
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// 2026-05-26: eat reflex now requires actual food in inventory
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// to avoid the eat-spam loop that fired every tick on empty
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// inventory.
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inventory: { bread: 1 },
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curriculum: { plan: { skillId: "gather.logs" } },
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},
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});
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const out = runTick(ctx);
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assert.equal(out.reflex, "eat");
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assert.equal(dispatches[0].label, "eat");
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});
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test("eat reflex does NOT dispatch when no food in inventory (no spam)", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 10,
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inventory: { dirt: 1 },
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curriculum: { plan: { skillId: "gather.logs" } },
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},
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});
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const out = runTick(ctx);
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// Falls through to curriculum.
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assert.equal(out.reflex, "curriculum");
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});
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test("curriculum dispatches suggested skill by id", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: { plan: { skillId: "gather.logs" } },
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},
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});
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const out = runTick(ctx);
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assert.equal(out.reflex, "curriculum");
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assert.equal(dispatches[0].label, "gather.logs");
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assert.ok(typeof dispatches[0].opts.onComplete === "function");
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});
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test("curriculum falls back to wander when no plan", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: null,
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},
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});
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const out = runTick(ctx);
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assert.equal(out.reflex, "curriculum");
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assert.equal(dispatches[0].label, "wander");
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});
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test("curriculum falls back to wander when skill id is unknown", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: { plan: { skillId: "shelter.assemble" } }, // not registered yet
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},
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});
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const out = runTick(ctx);
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assert.equal(out.reflex, "curriculum");
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assert.match(dispatches[0].label, /^wander/);
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});
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test("curriculum honours per-skill backoff", () => {
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const future = Date.now() + 30_000;
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: { plan: { skillId: "gather.stone" } },
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},
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skillBackoff: { "gather.stone": future },
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});
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const out = runTick(ctx);
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// Backoff blocks the curriculum reflex; idle still won't fire on this
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// tick (idleCounter not at the 20-tick mark) so runTick yields.
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assert.equal(out, null);
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assert.equal(dispatches.length, 0);
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});
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test("wander-hint backoff swaps skill for wander on the next tick", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: { plan: { skillId: "gather.logs" } },
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},
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skillBackoff: { __wander_hint__: Date.now() + 30_000 },
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});
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const out = runTick(ctx);
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assert.equal(out.reflex, "curriculum");
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assert.equal(dispatches[0].label, "wander");
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});
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test("onComplete sets wander hint when skill recovery says so", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: { plan: { skillId: "gather.logs" } },
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},
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});
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runTick(ctx);
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const cb = dispatches[0].opts.onComplete;
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cb({ ok: false, code: "no_target", recovery: { hint: "wander" } });
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assert.ok((ctx.skillBackoff?.__wander_hint__ ?? 0) > Date.now());
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});
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test("onComplete clears wander hint on success", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: { plan: { skillId: "gather.logs" } },
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},
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skillBackoff: { __wander_hint__: Date.now() + 30_000 },
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});
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// With wander hint active, first tick will choose wander, not gather.logs.
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runTick(ctx);
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// Simulate the wander completing and clearing the hint manually since
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// wander is dispatched via actions.js directly (no recover hint).
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ctx.skillBackoff.__wander_hint__ = 0;
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// Next tick — past the curriculum cooldown.
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ctx.lastCurriculumAt = 0;
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const { ctx: ctx2, dispatches: dispatches2 } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: { plan: { skillId: "gather.logs" } },
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},
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});
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runTick(ctx2);
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dispatches2[0].opts.onComplete({ ok: true, code: "done" });
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assert.equal(ctx2.skillBackoff.__wander_hint__, 0);
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});
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test("onComplete sets per-skill backoff on cooldown-class failures", () => {
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const { ctx, dispatches } = makeCtx({
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snapshot: {
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connected: true,
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health: 20,
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food: 20,
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isDay: true,
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curriculum: { plan: { skillId: "gather.stone" } },
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},
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});
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runTick(ctx);
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const cb = dispatches[0].opts.onComplete;
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cb({ ok: false, code: "missing_tool", detail: "no pickaxe" });
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assert.ok((ctx.skillBackoff?.["gather.stone"] ?? 0) > Date.now());
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});
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