Files
pepa-pi-bot/runtime/coach/advice.test.js
T
mayatnikovandClaude Opus 4.7 1cf60f81e9 fix(v0.3.1): mechanical food/stuck fixes — bot reaches the chicken now
The wedge wasn't only in the manifesto layer; several mechanical bugs
kept the bot in a dead random-walk:

- storyline / manifesto / curriculum: "local food" now means an edible
  passive mob within <=32 blocks. A distant chicken or a cod no longer
  fools the bot into dispatching acquire-food (which then fails on
  no_path). Long-range food goes through scout-food instead.

- scout-food: partial approach to a target now counts as progress
  (approached_target, e.g. moved:14); a blocked heading is NOT counted
  as movement; added blind/tunnel fallback so it doesn't die when the
  pathfinder can't route cleanly.

- acquire-food: on no_path it now also tries a blind/tunnel approach to
  the animal; no_drop routes back into food scouting instead of giving
  up.

- explore.far / relocate / flee: fewer false "done" results (micro-steps
  no longer counted as success), more genuine escapes from stuck.

- scripts/show-story.js: live IPC now actually renders the current
  storyline step.

Verification: scripts/lint-patch.js clean; npm test 404/404 green; bot
relaunched in tmux `pepa`. Live logs show real progress — bot switched
to survive.scout-food, approached the chicken (approached_target
moved:14), then reached survive.acquire-food: hunting chicken. Food
isn't fully closed yet but the remaining issue is concrete pickup/drop,
not dead random-walk.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 09:20:07 +03:00

151 lines
5.5 KiB
JavaScript

import { test } from "node:test";
import assert from "node:assert/strict";
import { mkdtempSync, rmSync } from "node:fs";
import { tmpdir } from "node:os";
import { join } from "node:path";
import { initKnowledge, record } from "../knowledge/index.js";
import { __resetForTests, isAvailable, closeStore } from "../knowledge/store.js";
import { consult, reportOutcome, __testing } from "./advice.js";
const { SAFE_OVERRIDES, MODE_TO_SKILL, normalisePreferSkill } = __testing;
async function bootstrap() {
__resetForTests();
const tmp = mkdtempSync(join(tmpdir(), "pepa-advice-test-"));
await initKnowledge({ stateDir: tmp });
return tmp;
}
function cleanup(tmp) {
closeStore();
try { rmSync(tmp, { recursive: true, force: true }); } catch {}
}
test("consult: returns proceed when knowledge disabled", () => {
__resetForTests();
const res = consult({ plannedSkillId: "gather.logs", snapshot: {} });
assert.equal(res.action, "proceed");
});
test("consult: returns proceed when no relevant lesson", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
const res = consult({ plannedSkillId: "gather.unknown-skill", snapshot: {} });
assert.equal(res.action, "proceed");
cleanup(tmp);
});
test("consult: starter creeper rule routes attack → survive.flee", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
const res = consult({
plannedSkillId: "attack creeper",
snapshot: { closestHostile: { name: "creeper", distance: 4 } },
});
assert.equal(res.action, "override");
assert.equal(res.overrideSkillId, "survive.flee");
assert.ok(res.lessonId);
assert.ok(res.lesson);
cleanup(tmp);
});
test("consult: avoid lesson without prefer → 'avoid' action", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
record({
text: "Don't gather.stone — confirmed flaky.",
category: "pathing",
triggerSkill: "gather.stone",
avoidSkill: "gather.stone",
preferSkill: null,
confidence: 0.9,
source: "test",
});
const res = consult({ plannedSkillId: "gather.stone", snapshot: {} });
assert.equal(res.action, "avoid");
assert.ok(res.lessonId);
cleanup(tmp);
});
test("consult: prefer outside SAFE_OVERRIDES set → falls to avoid", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
record({
text: "test fallback",
category: "combat",
triggerSkill: "gather.logs",
avoidSkill: "gather.logs",
preferSkill: "non.standard.skill",
confidence: 0.9,
source: "test",
});
const res = consult({ plannedSkillId: "gather.logs", snapshot: {} });
assert.equal(res.action, "avoid", "unsafe prefer falls back to avoid, not override");
cleanup(tmp);
});
test("reportOutcome: no-op without lessonId", () => {
reportOutcome({ lessonId: null });
assert.ok(true);
});
test("SAFE_OVERRIDES: only contains known reflex skills", () => {
for (const id of SAFE_OVERRIDES) {
assert.ok(typeof id === "string" && id.includes("."), `${id} looks like a real skill id`);
}
});
test("normalisePreferSkill: mode names translate to skill ids", () => {
assert.equal(normalisePreferSkill("self_preservation"), "survive.flee");
assert.equal(normalisePreferSkill("night_shelter"), "survive.sleep");
assert.equal(normalisePreferSkill("hunger"), "survive.eat");
assert.equal(normalisePreferSkill("shelter"), "village.build-shelter");
assert.equal(normalisePreferSkill("flee"), "survive.flee");
assert.equal(normalisePreferSkill("eat"), "survive.eat");
assert.equal(normalisePreferSkill("tunnel-out"), "recovery.tunnel-out");
assert.equal(normalisePreferSkill("tunnel_out"), "recovery.tunnel-out");
});
test("normalisePreferSkill: 'survive_flee' shape gets translated to dot form", () => {
assert.equal(normalisePreferSkill("survive_flee"), "survive.flee");
assert.equal(normalisePreferSkill("survive sleep"), "survive.sleep");
});
test("normalisePreferSkill: passes through known dot-form skills unchanged", () => {
assert.equal(normalisePreferSkill("survive.flee"), "survive.flee");
assert.equal(normalisePreferSkill("explore.far"), "explore.far");
assert.equal(normalisePreferSkill("survive.scout-food"), "survive.scout-food");
assert.equal(normalisePreferSkill("village.relocate"), "village.relocate");
});
test("normalisePreferSkill: unknown values rejected (returns null)", () => {
// v0.3.0-rc.1: anything not in the live registry and not a known mode
// name is rejected outright. We'd rather fall through to 'avoid' than
// dispatch a hallucinated skill id.
assert.equal(normalisePreferSkill("some.unknown.skill"), null);
assert.equal(normalisePreferSkill("relocate.surface"), null);
assert.equal(normalisePreferSkill("choose.safe.surface"), null);
assert.equal(normalisePreferSkill("survive.shelter"), null);
assert.equal(normalisePreferSkill(null), null);
assert.equal(normalisePreferSkill(""), null);
});
test("consult: Pi-style mode-name prefer is normalised to override target", async () => {
const tmp = await bootstrap();
if (!isAvailable()) { cleanup(tmp); return; }
const { id } = (await import("../knowledge/index.js")).record({
text: "After a death at night, prefer shelter.",
category: "survival",
triggerSkill: "gather.logs",
avoidSkill: "gather.logs",
preferSkill: "night_shelter", // Pi gave a mode name, not a skill id
confidence: 0.9,
source: "test",
});
const res = consult({ plannedSkillId: "gather.logs", snapshot: {} });
assert.equal(res.action, "override");
assert.equal(res.overrideSkillId, "survive.sleep", "night_shelter mapped to survive.sleep");
cleanup(tmp);
});