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>
409 lines
15 KiB
JavaScript
409 lines
15 KiB
JavaScript
// survive.scout-food — longer-range, biome-aware food search.
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//
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// Why this exists alongside survive.acquire-food:
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//
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// acquire-food is the "I see a cow, hunt it" skill. Its precondition
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// requires a passive food mob within ~32 blocks; if there isn't one,
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// the skill bails immediately. In v0.3.0 that produced two failure
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// modes that kept the bot looping for hours:
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//
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// 1. Biome with NO passive mobs (desert, ocean, snowy peaks, deep
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// caves). acquire-food can never succeed there — the bot just
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// kept scanning the same 32-block sphere.
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//
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// 2. Biome WITH passive mobs but the immediate area is empty. The
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// bot wandered 1-8 blocks at a time around the same 50×50 patch
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// and never committed to a direction long enough to leave it.
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//
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// scout-food applies the "commit-to-cardinal" pattern (per the v0.3.1
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// design research): scan(32) → patrol(64, time-budget) → if still
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// nothing, walk a chosen cardinal for ~200 blocks, rescanning every
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// 16 blocks. On exhaustion of all 4 cardinals it surrenders to the
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// curriculum so the operator-driven `village.relocate` or LLM advisor
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// can pick up.
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//
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// Biome-awareness:
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// - If current biome's affordance table has has_passive_mobs=false
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// AND has_water=false, skip the local scan entirely and pick the
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// most plausible "leave biome" heading: sample neighbour biomes at
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// radius 64 in 8 directions, pick the first one whose affordances
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// say has_passive_mobs=true.
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// - In water-bearing barren biomes (ocean shores, frozen rivers)
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// fishing isn't implemented yet — operator-facing improvement.
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import pathfinderPkg from "mineflayer-pathfinder";
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const { pathfinder, goals, Movements } = pathfinderPkg;
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import { info, warn } from "../log.js";
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import { foods } from "./groups.js";
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import { affordancesFor, hasPassiveMobs, isBarren } from "../biome-affordances.js";
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import { blindWalkOrTunnelOut } from "./explore-far.js";
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const PASSIVE_FOOD_MOBS = new Set(["cow", "pig", "chicken", "sheep", "rabbit", "mooshroom"]);
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const CARDINALS = [
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{ name: "N", dx: 0, dz: -1, yaw: Math.PI },
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{ name: "E", dx: 1, dz: 0, yaw: -Math.PI / 2 },
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{ name: "S", dx: 0, dz: 1, yaw: 0 },
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{ name: "W", dx: -1, dz: 0, yaw: Math.PI / 2 },
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];
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const PATROL_TICK_DISTANCE = 16;
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const PATROL_STEP_TIMEOUT_MS = 12_000;
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const DEFAULT_COMMIT_DISTANCE = 200;
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let pluginLoaded = new WeakSet();
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function ensurePathfinder(bot) {
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if (pluginLoaded.has(bot)) return;
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bot.loadPlugin(pathfinder);
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pluginLoaded.add(bot);
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}
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function setMovementsForTravel(bot) {
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const m = new Movements(bot);
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m.canDig = true;
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m.allow1by1towers = false;
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bot.pathfinder.setMovements(m);
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}
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function foodCount(bot) {
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const allowed = foods(bot);
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return bot.inventory.items().reduce((sum, item) => allowed.has(item.name) ? sum + item.count : sum, 0);
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}
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function nearestPassiveFoodMob(bot, maxDistance) {
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const here = bot?.entity?.position;
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if (!here) return null;
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let best = null;
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for (const e of Object.values(bot.entities ?? {})) {
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if (!e?.position || !PASSIVE_FOOD_MOBS.has(e.name)) continue;
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const d = e.position.distanceTo(here);
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if (d > maxDistance) continue;
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if (!best || d < best.distance) best = { entity: e, distance: d };
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}
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return best;
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}
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function currentBiomeName(bot) {
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try {
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const block = bot.blockAt?.(bot.entity?.position);
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const b = block?.biome;
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if (typeof b === "string") return b;
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if (b?.name) return b.name;
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return null;
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} catch { return null; }
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}
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function biomeNameAt(bot, x, y, z) {
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try {
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const block = bot.blockAt?.({ x: Math.floor(x), y: Math.floor(y), z: Math.floor(z) });
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const b = block?.biome;
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if (typeof b === "string") return b;
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if (b?.name) return b.name;
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return null;
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} catch { return null; }
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}
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// Sample biomes in 8 compass directions at the given radius; return
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// the heading whose biome has passive mobs.
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function scanForFoodCapableNeighbourBiome(bot, radius = 64) {
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const here = bot?.entity?.position;
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if (!here) return null;
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const dirs = [
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{ name: "N", dx: 0, dz: -1 },
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{ name: "NE", dx: 0.71, dz: -0.71 },
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{ name: "E", dx: 1, dz: 0 },
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{ name: "SE", dx: 0.71, dz: 0.71 },
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{ name: "S", dx: 0, dz: 1 },
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{ name: "SW", dx: -0.71, dz: 0.71 },
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{ name: "W", dx: -1, dz: 0 },
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{ name: "NW", dx: -0.71, dz: -0.71 },
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];
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for (const d of dirs) {
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const b = biomeNameAt(bot, here.x + d.dx * radius, here.y, here.z + d.dz * radius);
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if (b && hasPassiveMobs(b)) return { heading: d, biome: b };
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}
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return null;
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}
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function scoutState(ctx, bot) {
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const here = bot?.entity?.position;
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const now = Date.now();
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const prev = ctx.scoutFoodState;
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const expired = !prev || now - (prev.ts ?? 0) > 10 * 60_000;
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const displaced = prev?.origin && here
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? Math.hypot(here.x - prev.origin.x, here.z - prev.origin.z) > 128
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: false;
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if (expired || displaced) {
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ctx.scoutFoodState = {
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ts: now,
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origin: here ? { x: here.x, z: here.z } : null,
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tried: new Set(),
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};
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return ctx.scoutFoodState;
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}
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prev.ts = now;
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if (!(prev.tried instanceof Set)) prev.tried = new Set(prev.tried ?? []);
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return prev;
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}
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async function patrolCardinal(bot, cardinal, distance, ctx) {
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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const start = bot.entity.position.clone?.() ?? { ...bot.entity.position };
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let travelled = 0;
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while (travelled < distance) {
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if (ctx?.abortSignal?.aborted) return { aborted: true, travelled };
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const tx = start.x + cardinal.dx * (travelled + PATROL_TICK_DISTANCE);
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const tz = start.z + cardinal.dz * (travelled + PATROL_TICK_DISTANCE);
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const goal = new goals.GoalNear(Math.floor(tx), Math.floor(bot.entity.position.y), Math.floor(tz), 2);
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try {
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await Promise.race([
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bot.pathfinder.goto(goal),
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new Promise((_, rej) => setTimeout(() => rej(new Error("patrol step timeout")), PATROL_STEP_TIMEOUT_MS)),
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]);
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} catch (e) {
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info("action", `scout-food: path step failed (${e?.message ?? e}); blind fallback ${cardinal.name}`);
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try { bot.pathfinder?.stop?.(); } catch {}
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const blind = await blindWalkOrTunnelOut(bot, {
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yaw: cardinal.yaw ?? -Math.atan2(cardinal.dx, cardinal.dz),
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dirName: cardinal.name,
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blindMs: 12_000,
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minMove: 6,
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reason: `scout-food ${cardinal.name}`,
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});
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const progress = cardinalProgress(start, bot.entity.position, cardinal);
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travelled = progress.along;
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const target = nearestPassiveFoodMob(bot, 32);
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if (target) return { aborted: false, travelled, target };
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if (progress.total >= 4 && progress.along < 4) {
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info("action", `scout-food: ${cardinal.name} blocked; drifted ${progress.driftName ?? "sideways"} ${progress.total.toFixed(1)}b`);
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return {
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aborted: false,
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travelled,
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blocked: true,
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drifted: progress.driftName,
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error: `blocked_${cardinal.name}`,
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};
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}
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if (!blind.ok && progress.total < 4) {
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return { aborted: false, travelled, error: e?.message ?? String(e) };
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}
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continue;
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}
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const progress = cardinalProgress(start, bot.entity.position, cardinal);
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travelled = Math.max(travelled + PATROL_TICK_DISTANCE, progress.along);
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// Rescan after every step.
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const target = nearestPassiveFoodMob(bot, 32);
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if (target) return { aborted: false, travelled, target };
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}
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return { aborted: false, travelled };
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}
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function cardinalProgress(start, pos, cardinal) {
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const dx = (pos?.x ?? 0) - (start?.x ?? 0);
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const dz = (pos?.z ?? 0) - (start?.z ?? 0);
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const along = Math.max(0, dx * cardinal.dx + dz * cardinal.dz);
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const total = Math.hypot(dx, dz);
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return { along, total, driftName: dominantCardinal(dx, dz, cardinal.name) };
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}
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function dominantCardinal(dx, dz, fallback = null) {
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if (Math.abs(dx) < 0.5 && Math.abs(dz) < 0.5) return fallback;
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if (Math.abs(dx) >= Math.abs(dz)) return dx >= 0 ? "E" : "W";
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return dz >= 0 ? "S" : "N";
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}
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export const skill = Object.freeze({
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id: "survive.scout-food",
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title: "Scout for food at long range (biome-aware)",
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timeoutMs: 240_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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if (foodCount(ctx.bot) > 0) {
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return { ok: false, code: "already_have", detail: "already carrying edible food" };
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}
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return { ok: true };
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},
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async execute(ctx, args = {}) {
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const bot = ctx.bot;
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const before = foodCount(bot);
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const state = scoutState(ctx, bot);
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const triedCardinals = new Set([...(args?._triedCardinals ?? []), ...(state.tried ?? [])]);
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// Step 0: biome check. If barren, head toward a food-capable neighbour.
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const biome = currentBiomeName(bot);
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const aff = affordancesFor(biome);
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info("action", `scout-food: biome=${biome ?? "?"} mobs=${aff.has_passive_mobs} barren=${isBarren(biome)}`);
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if (!aff.has_passive_mobs) {
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const next = scanForFoodCapableNeighbourBiome(bot, 64);
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if (next) {
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info("action", `scout-food: leaving barren biome ${biome} → ${next.biome} via ${next.heading.name}`);
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const result = await patrolCardinal(bot, next.heading, DEFAULT_COMMIT_DISTANCE, ctx);
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if (result.aborted) return { ok: false, code: "preempted", worldDelta: null };
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if (result.target) {
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return await tryHunt(bot, result.target, before);
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}
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if (result.blocked) {
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state.tried.add(next.heading.name);
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return {
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ok: false,
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code: "blocked_heading",
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detail: `blocked ${next.heading.name}, drifted ${result.drifted ?? "sideways"}`,
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worldDelta: { moved: Math.round(result.travelled), heading: next.heading.name, drifted: result.drifted ?? null },
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};
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}
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return {
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ok: false,
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code: "no_target",
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detail: `walked ${Math.round(result.travelled)}b ${next.heading.name} toward ${next.biome}, still no food`,
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worldDelta: { moved: Math.round(result.travelled), heading: next.heading.name, from_biome: biome, to_biome: next.biome },
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};
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}
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// Ringed by barren biomes; pick the first cardinal not yet tried.
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}
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// Step 1: scan radius 32 (cheap).
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let target = nearestPassiveFoodMob(bot, 32);
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if (target) return await tryHunt(bot, target, before);
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// Step 2: scan radius 64 — entities frequently spawn just outside
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// our local horizon.
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target = nearestPassiveFoodMob(bot, 64);
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if (target) return await tryHunt(bot, target, before);
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// Step 3: commit to a cardinal we haven't tried in this incident.
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const untried = CARDINALS.filter((c) => !triedCardinals.has(c.name));
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if (untried.length === 0) {
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return {
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ok: false,
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code: "exhausted",
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detail: "tried all 4 cardinals without finding a food mob — switch to village.relocate",
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worldDelta: null,
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};
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}
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const cardinal = untried[0];
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state.tried.add(cardinal.name);
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info("action", `scout-food: commit cardinal ${cardinal.name} for ${DEFAULT_COMMIT_DISTANCE}b`);
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const result = await patrolCardinal(bot, cardinal, DEFAULT_COMMIT_DISTANCE, ctx);
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if (result.aborted) return { ok: false, code: "preempted", worldDelta: null };
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if (result.target) return await tryHunt(bot, result.target, before);
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if (result.blocked) {
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return {
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ok: false,
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code: "blocked_heading",
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detail: { tried: cardinal.name, travelled: Math.round(result.travelled), drifted: result.drifted ?? null, error: result.error ?? null },
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worldDelta: { moved: Math.round(result.travelled), heading: cardinal.name, drifted: result.drifted ?? null, from_biome: biome },
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};
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}
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return {
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ok: false,
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code: "no_target",
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detail: { tried: cardinal.name, travelled: Math.round(result.travelled), error: result.error ?? null },
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worldDelta: { moved: Math.round(result.travelled), heading: cardinal.name, from_biome: biome },
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};
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},
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recover(ctx, result) {
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if (result.code === "exhausted") {
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return { hint: "relocate", reason: "scout-food exhausted all 4 cardinals; needs a long jump" };
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}
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if (result.code === "blocked_heading") {
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return { hint: "scout-food", reason: "chosen scout heading is blocked; retry another cardinal" };
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}
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if (result.code === "approached_target" || result.code === "no_path") {
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return { hint: "scout-food", reason: "made or attempted progress toward food target; rescan from current position" };
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}
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if (result.code === "no_target") {
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return { hint: "wander", reason: "scout completed leg without finding mob; try another cardinal" };
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}
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return null;
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},
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});
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async function tryHunt(bot, target, before) {
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ensurePathfinder(bot);
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setMovementsForTravel(bot);
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const start = bot.entity.position.clone?.() ?? { ...bot.entity.position };
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try {
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await Promise.race([
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bot.pathfinder.goto(new goals.GoalFollow(target.entity, 2)),
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new Promise((_, rej) => setTimeout(() => rej(new Error("path-to-mob timeout")), 30_000)),
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]);
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} catch (e) {
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try { bot.pathfinder?.stop?.(); } catch {}
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const moved = horizontalDistance(start, bot.entity.position);
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if (moved >= 6) {
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return {
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ok: false,
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code: "approached_target",
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detail: { target: target.entity.name, moved: Math.round(moved), mode: "pathfinder_partial", error: e?.message ?? "path failed" },
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worldDelta: { moved: Math.round(moved), target: target.entity.name, mode: "pathfinder_partial" },
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};
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}
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const yaw = yawToward(bot.entity.position, target.entity.position);
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if (yaw !== null) {
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const blind = await blindWalkOrTunnelOut(bot, {
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yaw,
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dirName: `toward-${target.entity.name}`,
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blindMs: 8_000,
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minMove: 4,
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reason: `scout-food target ${target.entity.name}`,
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});
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const afterBlind = horizontalDistance(start, bot.entity.position);
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if (blind.ok || afterBlind >= 4) {
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return {
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ok: false,
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code: "approached_target",
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detail: { target: target.entity.name, moved: Math.round(afterBlind), mode: "blind_target", error: e?.message ?? "path failed" },
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worldDelta: { moved: Math.round(afterBlind), target: target.entity.name, mode: "blind_target" },
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};
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}
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}
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return { ok: false, code: "no_path", detail: e?.message ?? "path failed", worldDelta: null };
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}
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info("action", `scout-food: engaging ${target.entity.name}@${target.distance.toFixed(1)}b`);
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for (let i = 0; i < 8; i++) {
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const current = Object.values(bot.entities ?? {}).find((e) => e.id === target.entity.id);
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if (!current) break;
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if (current.position.distanceTo(bot.entity.position) > 4) {
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try {
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await Promise.race([
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bot.pathfinder.goto(new goals.GoalFollow(current, 2)),
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new Promise((_, rej) => setTimeout(() => rej(new Error("repath timeout")), 8_000)),
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]);
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} catch {}
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}
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bot.attack(current);
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await new Promise((r) => setTimeout(r, 700));
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}
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await new Promise((r) => setTimeout(r, 1_000));
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const after = foodCount(bot);
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if (after <= before) {
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return { ok: false, code: "no_drop", detail: `hunted ${target.entity.name} but no edible drop`, worldDelta: null };
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}
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return {
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ok: true,
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code: "done",
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detail: { source: "hunt", mob: target.entity.name, gained: after - before },
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worldDelta: { acquiredFood: after - before, source: "hunt", mob: target.entity.name },
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};
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}
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function horizontalDistance(a, b) {
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return Math.hypot((b?.x ?? 0) - (a?.x ?? 0), (b?.z ?? 0) - (a?.z ?? 0));
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}
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function yawToward(from, to) {
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if (!from || !to) return null;
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const dx = to.x - from.x;
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const dz = to.z - from.z;
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if (Math.hypot(dx, dz) < 0.5) return null;
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return -Math.atan2(dx, dz);
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}
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// Test exports
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export const __testing = {
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CARDINALS, PATROL_TICK_DISTANCE, DEFAULT_COMMIT_DISTANCE, PATROL_STEP_TIMEOUT_MS,
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nearestPassiveFoodMob, currentBiomeName, scanForFoodCapableNeighbourBiome,
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cardinalProgress, dominantCardinal, horizontalDistance, yawToward,
|
||
};
|