Phase 2 of plans/autonomous-survival-bot-prd.md. Establishes the
composable skill contract from PRD §5.2 and ports three reference
skills so future phases can layer survival behaviour on top instead of
adding more ad-hoc branches to reflex.js.
New: runtime/skills/
- index.js: skill registry + runSkill(id, ctx, args) wrapper. Enforces
preconditions, hard timeout, normalises {ok, code, detail, worldDelta}
on every result, runs validate() and calls recover() on failure.
Stable failure codes live in RUNNER_CODES (unknown_skill,
precondition_failed, timeout, threw, validation_failed, done).
- groups.js: registry-derived item/block sets — logs/planks/sticks/beds
derived by suffix; foods intersects a curated allowlist with the live
bot.registry; axes/pickaxes/swords scoped to whatever the connected
server's item table actually ships. Empty set instead of throwing on
missing registry, so skills can emit code:"unsupported_version".
- chop-logs.js: gather.logs reference skill (wraps chopNearestTree).
- eat.js: survive.eat (wraps eatBestFood, preconditions check carrying
edible food from the registry-derived set).
- wander.js: explore.wander (wraps wander).
- contract.test.js + groups.test.js: 14 tests covering precondition
gating, timeout firing recover(), execute exceptions, validate
flipping ok→false, dynamic group filtering across mock registries.
package.json: `npm test` runs the new contract + groups suites.
docs/runtime.md: documents the skill contract, runner, dynamic groups
and the reference skills.
Reflex.js still calls actions.js directly — wiring the scheduler to
runSkill() lands in later phases when the survival curriculum kicks in.
Co-authored-by: Yuriy Mayatnikov <mayatnikov@me.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
180 lines
5.5 KiB
JavaScript
180 lines
5.5 KiB
JavaScript
// Skill substrate. A skill is a small, self-contained, composable unit of
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// survival behaviour that the scheduler (today: reflex.js) can call with a
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// uniform contract. The contract — required by every skill in this folder:
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//
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// {
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// id: "namespace.action", // stable, machine-readable, e.g. "gather.logs"
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// title: "Human label",
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// timeoutMs: 45_000, // hard ceiling on execute()
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// preconditions(ctx) -> { ok, code?, detail? }
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// async execute(ctx, args) -> { ok, code, detail, worldDelta }
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// validate?(ctx, result) -> boolean // optional gate after execute
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// recover?(ctx, result) -> any | null // optional follow-up hint
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// }
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//
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// The runSkill() wrapper enforces the timeout, normalises the result shape
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// (so any caller can rely on the five required fields), runs validate(), and
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// calls recover() on failure for the scheduler to consume.
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//
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// Skills are pure with respect to the runtime — they never read or write
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// state-store directly; their `worldDelta` is the only way they communicate
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// observed changes back to the scheduler, which then decides what to log.
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import { info, warn } from "../log.js";
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import { skill as chopLogs } from "./chop-logs.js";
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import { skill as eat } from "./eat.js";
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import { skill as wander } from "./wander.js";
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const SKILLS = new Map();
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function register(skill) {
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if (!skill || typeof skill !== "object") throw new Error("skill: not an object");
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if (!skill.id || typeof skill.id !== "string") throw new Error("skill: missing id");
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if (typeof skill.execute !== "function") throw new Error(`skill ${skill.id}: missing execute`);
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if (typeof skill.preconditions !== "function") throw new Error(`skill ${skill.id}: missing preconditions`);
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if (SKILLS.has(skill.id)) throw new Error(`skill ${skill.id}: already registered`);
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SKILLS.set(skill.id, skill);
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}
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register(chopLogs);
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register(eat);
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register(wander);
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export function listSkills() {
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return Array.from(SKILLS.values()).map((s) => ({
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id: s.id,
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title: s.title ?? s.id,
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timeoutMs: s.timeoutMs ?? 30_000,
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}));
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}
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export function getSkill(id) {
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return SKILLS.get(id) ?? null;
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}
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// Stable failure codes the wrapper itself can emit. Skills may emit any
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// additional codes — but these are the ones runSkill produces.
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export const RUNNER_CODES = Object.freeze({
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UNKNOWN_SKILL: "unknown_skill",
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PRECONDITION_FAILED: "precondition_failed",
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TIMEOUT: "timeout",
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THREW: "threw",
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VALIDATION_FAILED: "validation_failed",
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DONE: "done",
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});
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function normaliseResult(res, fallbackCode) {
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const ok = !!res?.ok;
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return {
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ok,
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code: res?.code ?? (ok ? RUNNER_CODES.DONE : fallbackCode ?? "failed"),
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detail: res?.detail ?? null,
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worldDelta: res?.worldDelta ?? null,
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};
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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}ms`)), 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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// Drive one skill through its full lifecycle. The caller (typically reflex.js
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// or, eventually, a higher-level scheduler) decides when to invoke; runSkill
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// only owns the contract enforcement.
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export async function runSkill(id, ctx, args = {}) {
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const skill = SKILLS.get(id);
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if (!skill) {
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warn("skill", `unknown skill ${id}`);
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return { ok: false, code: RUNNER_CODES.UNKNOWN_SKILL, detail: id, worldDelta: null };
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}
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let pre;
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try {
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pre = skill.preconditions(ctx, args) ?? { ok: true };
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} catch (e) {
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return {
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ok: false,
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code: RUNNER_CODES.PRECONDITION_FAILED,
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detail: `preconditions threw: ${e.message}`,
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worldDelta: null,
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};
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}
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if (!pre.ok) {
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return {
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ok: false,
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code: pre.code ?? RUNNER_CODES.PRECONDITION_FAILED,
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detail: pre.detail ?? "preconditions failed",
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worldDelta: null,
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};
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}
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const timeoutMs = skill.timeoutMs ?? 30_000;
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let raw;
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try {
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raw = await withTimeout(skill.execute(ctx, args), timeoutMs, `skill(${id})`);
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} catch (e) {
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const isTimeout = /timed out after/.test(e.message);
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const result = {
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ok: false,
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code: isTimeout ? RUNNER_CODES.TIMEOUT : RUNNER_CODES.THREW,
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detail: e.message,
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worldDelta: null,
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};
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if (typeof skill.recover === "function") {
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try {
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result.recovery = skill.recover(ctx, result) ?? null;
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} catch (recoverErr) {
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warn("skill", `${id}.recover threw: ${recoverErr.message}`);
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}
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}
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return result;
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}
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const result = normaliseResult(raw);
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if (result.ok && typeof skill.validate === "function") {
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let valid;
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try {
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valid = skill.validate(ctx, result);
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} catch (e) {
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warn("skill", `${id}.validate threw: ${e.message}`);
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valid = false;
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}
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if (!valid) {
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const failed = {
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ok: false,
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code: RUNNER_CODES.VALIDATION_FAILED,
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detail: result.detail,
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worldDelta: result.worldDelta,
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};
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if (typeof skill.recover === "function") {
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try {
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failed.recovery = skill.recover(ctx, failed) ?? null;
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} catch (e) {
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warn("skill", `${id}.recover threw: ${e.message}`);
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}
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}
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return failed;
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}
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}
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if (!result.ok && typeof skill.recover === "function") {
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try {
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result.recovery = skill.recover(ctx, result) ?? null;
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} catch (e) {
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warn("skill", `${id}.recover threw: ${e.message}`);
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}
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}
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info("skill", `${id} → ${result.code}${result.detail ? ` (${JSON.stringify(result.detail).slice(0, 80)})` : ""}`);
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return result;
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}
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// For tests: lets a unit test register a synthetic skill without touching
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// the production registry. Returns a teardown function.
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export function _registerForTest(skill) {
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register(skill);
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return () => SKILLS.delete(skill.id);
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}
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