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>
35 lines
1022 B
JavaScript
35 lines
1022 B
JavaScript
// explore.wander — pick a random nearby point and path to it. Used as a
|
|
// fallback when gather skills can't find a target nearby — better to keep
|
|
// the bot moving than to dispatch the same failing skill on every tick.
|
|
|
|
import { wander } from "../actions.js";
|
|
|
|
export const skill = Object.freeze({
|
|
id: "explore.wander",
|
|
title: "Wander to a nearby point",
|
|
timeoutMs: 45_000,
|
|
preconditions(ctx) {
|
|
if (!ctx?.bot) return { ok: false, code: "no_bot", detail: "bot missing" };
|
|
return { ok: true };
|
|
},
|
|
async execute(ctx, args = {}) {
|
|
const radius = Math.max(6, args.radius ?? 16);
|
|
const res = await wander(ctx.bot, radius);
|
|
if (res.ok) {
|
|
return {
|
|
ok: true,
|
|
code: "done",
|
|
detail: res.detail,
|
|
worldDelta: { movedTo: res.detail?.to ?? null },
|
|
};
|
|
}
|
|
const msg = String(res.detail ?? "");
|
|
const code = msg.includes("timed out")
|
|
? "timeout"
|
|
: msg.includes("No path")
|
|
? "no_safe_path"
|
|
: "failed";
|
|
return { ok: false, code, detail: res.detail, worldDelta: null };
|
|
},
|
|
});
|